forked from 0ad/0ad
1740 lines
58 KiB
JavaScript
1740 lines
58 KiB
JavaScript
var PETRA = function(m)
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{
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/* This is an attack plan (despite the name, it's a relic of older times).
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* It deals with everything in an attack, from picking a target to picking a path to it
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* To making sure units are built, and pushing elements to the queue manager otherwise
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* It also handles the actual attack, though much work is needed on that.
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* These should be extremely flexible with only minimal work.
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* There is a basic support for naval expeditions here.
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*/
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m.AttackPlan = function(gameState, Config, uniqueID, type, data)
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{
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this.Config = Config;
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this.name = uniqueID;
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this.type = type || "Attack";
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this.state = "unexecuted";
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if (data && data.target)
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{
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this.target = data.target;
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this.targetPos = this.target.position();
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this.targetPlayer = this.target.owner();
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}
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else
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{
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this.target = undefined;
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this.targetPos = undefined;
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this.targetPlayer = this.getEnemyPlayer(gameState);
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}
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if (this.targetPlayer === undefined)
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{
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this.failed = true;
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return false;
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}
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// get a starting rallyPoint ... will be improved later
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var rallyPoint = undefined;
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for each (var base in gameState.ai.HQ.baseManagers)
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{
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if (!base.anchor || !base.anchor.position())
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continue;
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rallyPoint = base.anchor.position();
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break;
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}
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if (!rallyPoint) // no base ? take the position of any of our entities
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{
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gameState.getOwnEntities().forEach(function (ent) {
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if (rallyPoint || !ent.position())
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return;
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rallyPoint = ent.position();
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});
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if (!rallyPoint)
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{
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this.failed = true;
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return false;
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}
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}
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this.rallyPoint = rallyPoint;
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this.overseas = undefined;
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this.paused = false;
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this.maxCompletingTurn = 0;
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// priority of the queues we'll create.
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var priority = 70;
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// priority is relative. If all are 0, the only relevant criteria is "currentsize/targetsize".
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// if not, this is a "bonus". The higher the priority, the faster this unit will get built.
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// Should really be clamped to [0.1-1.5] (assuming 1 is default/the norm)
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// Eg: if all are priority 1, and the siege is 0.5, the siege units will get built
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// only once every other category is at least 50% of its target size.
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// note: siege build order is currently added by the military manager if a fortress is there.
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this.unitStat = {};
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// neededShips is the minimal number of ships which should be available for transport
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if (type === "Rush")
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{
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priority = 250;
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this.unitStat["Infantry"] = { "priority": 1, "minSize": 10, "targetSize": 26, "batchSize": 2, "classes": ["Infantry"],
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"interests": [ ["strength",1], ["cost",1], ["costsResource", 0.5, "stone"], ["costsResource", 0.6, "metal"] ] };
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if (data && data.targetSize)
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this.unitStat["Infantry"]["targetSize"] = data.targetSize;
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this.neededShips = 1;
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}
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else if (type === "Raid")
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{
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priority = 150;
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this.unitStat["Cavalry"] = { "priority": 1, "minSize": 3, "targetSize": 4, "batchSize": 2, "classes": ["Cavalry", "CitizenSoldier"],
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"interests": [ ["strength",1], ["cost",1] ] };
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this.neededShips = 1;
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}
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else if (type === "HugeAttack")
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{
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priority = 90;
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// basically we want a mix of citizen soldiers so our barracks have a purpose, and champion units.
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this.unitStat["RangedInfantry"] = { "priority": 0.7, "minSize": 5, "targetSize": 15, "batchSize": 5, "classes": ["Infantry","Ranged", "CitizenSoldier"],
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"interests": [["strength",3], ["cost",1] ] };
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this.unitStat["MeleeInfantry"] = { "priority": 0.7, "minSize": 5, "targetSize": 15, "batchSize": 5, "classes": ["Infantry","Melee", "CitizenSoldier"],
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"interests": [ ["strength",3], ["cost",1] ] };
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this.unitStat["ChampRangedInfantry"] = { "priority": 1, "minSize": 5, "targetSize": 25, "batchSize": 5, "classes": ["Infantry","Ranged", "Champion"],
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"interests": [["strength",3], ["cost",1] ] };
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this.unitStat["ChampMeleeInfantry"] = { "priority": 1, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry","Melee", "Champion"],
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"interests": [ ["strength",3], ["cost",1] ] };
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this.unitStat["MeleeCavalry"] = { "priority": 0.7, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry","Melee", "CitizenSoldier"],
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"interests": [ ["strength",2], ["cost",1] ] };
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this.unitStat["RangedCavalry"] = { "priority": 0.7, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry","Ranged", "CitizenSoldier"],
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"interests": [ ["strength",2], ["cost",1] ] };
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this.unitStat["ChampMeleeInfantry"] = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry","Melee", "Champion"],
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"interests": [ ["strength",3], ["cost",1] ] };
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this.unitStat["ChampMeleeCavalry"] = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Cavalry","Melee", "Champion"],
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"interests": [ ["strength",2], ["cost",1] ] };
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this.unitStat["Hero"] = { "priority": 1, "minSize": 0, "targetSize": 1, "batchSize": 1, "classes": ["Hero"],
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"interests": [ ["strength",2], ["cost",1] ] };
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this.neededShips = 5;
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// change the targetSize according to max population
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for (var unitCat in this.unitStat)
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this.unitStat[unitCat]["targetSize"] = Math.round(this.Config.popScaling * this.unitStat[unitCat]["targetSize"]);
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}
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else
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{
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priority = 70;
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this.unitStat["RangedInfantry"] = { "priority": 1, "minSize": 6, "targetSize": 18, "batchSize": 3, "classes": ["Infantry","Ranged"],
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"interests": [ ["canGather", 1], ["strength",1.6], ["cost",1.5], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"] ] };
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this.unitStat["MeleeInfantry"] = { "priority": 1, "minSize": 6, "targetSize": 18, "batchSize": 3, "classes": ["Infantry","Melee"],
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"interests": [ ["canGather", 1], ["strength",1.6], ["cost",1.5], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"] ] };
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this.neededShips = 3;
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}
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// Put some randomness on the attack size
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var variation = 0.8 + 0.4*Math.random();
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// and lower priority and smaller sizes for easier difficulty levels
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if (this.Config.difficulty < 2)
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{
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priority *= 0.6;
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variation *= 0.6;
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}
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else if (this.Config.difficulty < 3)
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{
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priority *= 0.8;
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variation *= 0.8;
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}
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for (var cat in this.unitStat)
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{
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this.unitStat[cat]["targetSize"] = Math.round(variation * this.unitStat[cat]["targetSize"]);
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this.unitStat[cat]["minSize"] = Math.min(this.unitStat[cat]["minSize"], this.unitStat[cat]["targetSize"]);
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}
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// TODO: there should probably be one queue per type of training building
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gameState.ai.queueManager.addQueue("plan_" + this.name, priority);
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gameState.ai.queueManager.addQueue("plan_" + this.name +"_champ", priority+1);
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gameState.ai.queueManager.addQueue("plan_" + this.name +"_siege", priority);
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// each array is [ratio, [associated classes], associated EntityColl, associated unitStat, name ]
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this.buildOrder = [];
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this.canBuildUnits = gameState.ai.HQ.canBuildUnits;
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// some variables for during the attack
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this.position5TurnsAgo = [0,0];
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this.lastPosition = [0,0];
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this.position = [0,0];
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// get a good path to an estimated target.
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this.pathFinder = new API3.aStarPath(gameState, false, false, this.targetPlayer);
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//Engine.DumpImage("widthmap.png", this.pathFinder.widthMap, this.pathFinder.width,this.pathFinder.height,255);
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this.pathWidth = 6; // prefer a path far from entities. This will avoid units getting stuck in trees and also results in less straight paths.
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this.pathSampling = 2;
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return true;
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};
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m.AttackPlan.prototype.init = function(gameState)
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{
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this.queue = gameState.ai.queues["plan_" + this.name];
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this.queueChamp = gameState.ai.queues["plan_" + this.name +"_champ"];
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this.queueSiege = gameState.ai.queues["plan_" + this.name +"_siege"];
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this.unitCollection = gameState.getOwnUnits().filter(API3.Filters.byMetadata(PlayerID, "plan", this.name));
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this.unitCollection.registerUpdates();
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this.unit = {};
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// defining the entity collections. Will look for units I own, that are part of this plan.
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// Also defining the buildOrders.
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for (var cat in this.unitStat)
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{
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var Unit = this.unitStat[cat];
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this.unit[cat] = this.unitCollection.filter(API3.Filters.byClassesAnd(Unit["classes"]));
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this.unit[cat].registerUpdates();
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if (this.canBuildUnits)
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this.buildOrder.push([0, Unit["classes"], this.unit[cat], Unit, cat]);
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}
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};
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m.AttackPlan.prototype.getName = function()
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{
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return this.name;
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};
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m.AttackPlan.prototype.getType = function()
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{
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return this.type;
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};
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m.AttackPlan.prototype.isStarted = function()
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{
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return (this.state !== "unexecuted" && this.state !== "completing");
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};
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m.AttackPlan.prototype.isPaused = function()
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{
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return this.paused;
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};
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m.AttackPlan.prototype.setPaused = function(boolValue)
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{
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this.paused = boolValue;
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};
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m.AttackPlan.prototype.getEnemyPlayer = function(gameState)
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{
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var enemyPlayer = undefined;
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// first check if there is a preferred enemy based on our victory conditions
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if (gameState.getGameType() === "wonder")
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{
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var moreAdvanced = undefined;
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var enemyWonder = undefined;
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var wonders = gameState.getEnemyStructures().filter(API3.Filters.byClass("Wonder")).toEntityArray();
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for (var wonder of wonders)
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{
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var progress = wonder.foundationProgress();
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if (progress === undefined)
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return wonder.owner();
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if (enemyWonder && moreAdvanced > progress)
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continue;
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enemyWonder = wonder;
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moreAdvanced = progress;
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}
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if (enemyWonder)
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return enemyWonder.owner();
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}
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// then let's find our prefered target enemy, basically counting our enemies units
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// with priority to enemies with civ center
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var enemyCount = {};
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var enemyDefense = {};
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var enemyCivCentre = {};
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for (var i = 1; i < gameState.sharedScript.playersData.length; ++i)
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{
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enemyCount[i] = 0;
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enemyDefense[i] = 0;
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enemyCivCentre[i] = false;
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}
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gameState.getEntities().forEach(function(ent) {
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if (gameState.isEntityEnemy(ent) && ent.owner() !== 0)
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{
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enemyCount[ent.owner()]++;
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if (ent.hasClass("Tower") || ent.hasClass("Fortress"))
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enemyDefense[ent.owner()]++;
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if (ent.hasClass("CivCentre"))
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enemyCivCentre[ent.owner()] = true;
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}
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});
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var max = 0;
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for (var i in enemyCount)
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{
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if (this.type === "Rush" && enemyDefense[i] > 6) // No rush if enemy too well defended (iberians)
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continue;
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var count = enemyCount[i];
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if (enemyCivCentre[i])
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count += 500;
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if (count > max)
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{
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enemyPlayer = +i;
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max = count;
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}
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}
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return enemyPlayer;
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};
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// Returns true if the attack can be executed at the current time
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// Basically it checks we have enough units.
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m.AttackPlan.prototype.canStart = function(gameState)
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{
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if (!this.canBuildUnits)
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return true;
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for (var unitCat in this.unitStat)
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{
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var Unit = this.unitStat[unitCat];
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if (this.unit[unitCat].length < Unit["minSize"])
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return false;
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}
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return true;
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};
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m.AttackPlan.prototype.mustStart = function(gameState)
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{
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if (this.isPaused() || this.path === undefined)
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return false;
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if (!this.canBuildUnits)
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return true;
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var MaxReachedEverywhere = true;
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var MinReachedEverywhere = true;
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for (var unitCat in this.unitStat)
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{
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var Unit = this.unitStat[unitCat];
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if (this.unit[unitCat].length < Unit["targetSize"])
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MaxReachedEverywhere = false;
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if (this.unit[unitCat].length < Unit["minSize"])
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{
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MinReachedEverywhere = false;
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break;
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}
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}
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if (MaxReachedEverywhere)
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return true;
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if (MinReachedEverywhere)
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{
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if ((gameState.getPopulationMax() - gameState.getPopulation() < 10) ||
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(this.type === "Raid" && this.target && this.target.foundationProgress() && this.target.foundationProgress() > 60))
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return true;
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}
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return false;
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};
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// Adds a build order. If resetQueue is true, this will reset the queue.
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m.AttackPlan.prototype.addBuildOrder = function(gameState, name, unitStats, resetQueue)
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{
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if (!this.isStarted())
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{
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// no minsize as we don't want the plan to fail at the last minute though.
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this.unitStat[name] = unitStats;
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var Unit = this.unitStat[name];
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var filter = API3.Filters.and(API3.Filters.byClassesAnd(Unit["classes"]), API3.Filters.byMetadata(PlayerID, "plan", this.name));
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this.unit[name] = gameState.getOwnUnits().filter(filter);
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this.unit[name].registerUpdates();
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this.buildOrder.push([0, Unit["classes"], this.unit[name], Unit, name]);
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if (resetQueue)
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{
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this.queue.empty();
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this.queueChamp.empty();
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this.queueSiege.empty();
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}
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}
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};
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m.AttackPlan.prototype.addSiegeUnits = function(gameState)
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{
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if (this.unitStat["Siege"] || this.state !== "unexecuted")
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return false;
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// no minsize as we don't want the plan to fail at the last minute though.
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var stat = { "priority": 1., "minSize": 0, "targetSize": 4, "batchSize": 2, "classes": ["Siege"],
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"interests": [ ["siegeStrength", 3], ["cost",1] ] };
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if (gameState.civ() === "maur")
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stat["classes"] = ["Elephant", "Champion"];
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if (this.Config.difficulty < 2)
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stat["targetSize"] = 1;
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else if (this.Config.difficulty < 3)
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stat["targetSize"] = 2;
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this.addBuildOrder(gameState, "Siege", stat, true);
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return true;
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};
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// Three returns possible: 1 is "keep going", 0 is "failed plan", 2 is "start"
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// 3 is a special case: no valid path returned. Right now I stop attacking alltogether.
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m.AttackPlan.prototype.updatePreparation = function(gameState, events)
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{
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// the completing step is used to return resources and regroup the units
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// so we check that we have no more forced order before starting the attack
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if (this.state === "completing")
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{
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// check that all units have finished with their transport if needed
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if (this.waitingForTransport())
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return 1;
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// bloqued units which cannot finish their order should not stop the attack
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if (gameState.ai.playedTurn < this.maxCompletingTurn && this.hasForceOrder())
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return 1;
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return 2;
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}
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if (this.Config.debug > 3 && gameState.ai.playedTurn % 50 == 0)
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this.debugAttack();
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// find our target
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if (this.target === undefined)
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{
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this.target = this.getNearestTarget(gameState, this.rallyPoint);
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if (!this.target)
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{
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var oldTargetPlayer = this.targetPlayer;
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// may-be all our previous enemey targets have been destroyed ?
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this.targetPlayer = this.getEnemyPlayer(gameState);
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if (this.Config.debug > 1)
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API3.warn(" === no more target for enemy player " + oldTargetPlayer + " let us switch against player " + this.targetPlayer);
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this.target = this.getNearestTarget(gameState, this.rallyPoint);
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}
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if (!this.target)
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return 0;
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this.targetPos = this.target.position();
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// redefine a new rally point for this target if we have a base on the same land
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// find a new one on the pseudo-nearest base (dist weighted by the size of the island)
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var targetIndex = gameState.ai.accessibility.getAccessValue(this.targetPos);
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var rallyIndex = gameState.ai.accessibility.getAccessValue(this.rallyPoint);
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if (targetIndex !== rallyIndex)
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{
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var distminSame = Math.min();
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var rallySame = undefined;
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var distminDiff = Math.min();
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var rallyDiff = undefined;
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for each (var base in gameState.ai.HQ.baseManagers)
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{
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var anchor = base.anchor;
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if (!anchor || !anchor.position())
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continue;
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var dist = API3.SquareVectorDistance(anchor.position(), this.targetPos);
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if (base.accessIndex === targetIndex)
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{
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if (dist < distminSame)
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{
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distminSame = dist;
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rallySame = anchor.position();
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}
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}
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else
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{
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dist = dist / Math.sqrt(gameState.ai.accessibility.regionSize[base.accessIndex]);
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if (dist < distminDiff)
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{
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distminDiff = dist;
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rallyDiff = anchor.position();
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}
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}
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}
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if (rallySame)
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this.rallyPoint = rallySame;
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else if (rallyDiff)
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{
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this.rallyPoint = rallyDiff;
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this.overseas = gameState.ai.HQ.getSeaIndex(gameState, rallyIndex, targetIndex);
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if (this.overseas)
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gameState.ai.HQ.navalManager.setMinimalTransportShips(gameState, this.overseas, this.neededShips);
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else
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return 0;
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}
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}
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}
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// when we have a target, we path to it.
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// I'd like a good high width sampling first.
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// Thus I will not do everything at once.
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|
// It will probably carry over a few turns but that's no issue.
|
|
if (this.path === undefined || this.path === "toBeContinued")
|
|
{
|
|
var ret = this.getPathToTarget(gameState);
|
|
if (ret >= 0)
|
|
return ret;
|
|
}
|
|
|
|
// if we need a transport, wait for some transport ships
|
|
if (this.overseas && !gameState.ai.HQ.navalManager.seaTransportShips[this.overseas].length)
|
|
return 1;
|
|
|
|
this.assignUnits(gameState);
|
|
if (this.type !== "Raid" && gameState.ai.HQ.attackManager.getAttackInPreparation("Raid") !== undefined)
|
|
this.reassignCavUnit(gameState); // reassign some cav (if any) to fasten raid preparations
|
|
|
|
// special case: if we've reached max pop, and we can start the plan, start it.
|
|
if (gameState.getPopulationMax() - gameState.getPopulation() < 10)
|
|
{
|
|
if (this.canStart())
|
|
{
|
|
this.queue.empty();
|
|
this.queueChamp.empty();
|
|
this.queueSiege.empty();
|
|
}
|
|
else // Abort the plan so that its units will be reassigned to other plans.
|
|
{
|
|
if (this.Config.debug > 1)
|
|
{
|
|
var am = gameState.ai.HQ.attackManager;
|
|
API3.warn(" attacks upcoming: raid " + am.upcomingAttacks["Raid"].length
|
|
+ " rush " + am.upcomingAttacks["Rush"].length
|
|
+ " attack " + am.upcomingAttacks["Attack"].length
|
|
+ " huge " + am.upcomingAttacks["HugeAttack"].length);
|
|
API3.warn(" attacks started: raid " + am.startedAttacks["Raid"].length
|
|
+ " rush " + am.startedAttacks["Rush"].length
|
|
+ " attack " + am.startedAttacks["Attack"].length
|
|
+ " huge " + am.startedAttacks["HugeAttack"].length);
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
else if (this.mustStart(gameState) && (gameState.countOwnQueuedEntitiesWithMetadata("plan", +this.name) > 0))
|
|
{
|
|
// keep on while the units finish being trained, then we'll start
|
|
this.queue.empty();
|
|
this.queueChamp.empty();
|
|
this.queueSiege.empty();
|
|
return 1;
|
|
}
|
|
else if (!this.mustStart(gameState))
|
|
{
|
|
if (this.canBuildUnits)
|
|
{
|
|
// We still have time left to recruit units and do stuffs.
|
|
this.trainMoreUnits(gameState);
|
|
// may happen if we have no more training facilities and build orders are canceled
|
|
if (this.buildOrder.length == 0)
|
|
return 0; // will abort the plan
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// if we're here, it means we must start (and have no units in training left).
|
|
this.state = "completing";
|
|
if (this.type === "Raid")
|
|
this.maxCompletingTurn = gameState.ai.playedTurn + 20;
|
|
else
|
|
this.maxCompletingTurn = gameState.ai.playedTurn + 60;
|
|
|
|
var rallyPoint = this.rallyPoint;
|
|
var rallyIndex = gameState.ai.accessibility.getAccessValue(rallyPoint);
|
|
this.unitCollection.forEach(function (entity) {
|
|
// For the time being, if occupied in a transport, remove the unit from this plan TODO improve that
|
|
if (entity.getMetadata(PlayerID, "transport") !== undefined || entity.getMetadata(PlayerID, "transporter") !== undefined)
|
|
{
|
|
entity.setMetadata(PlayerID, "plan", -1);
|
|
return;
|
|
}
|
|
entity.setMetadata(PlayerID, "role", "attack");
|
|
entity.setMetadata(PlayerID, "subrole", "completing");
|
|
var queued = false;
|
|
if (entity.resourceCarrying() && entity.resourceCarrying().length)
|
|
queued = m.returnResources(entity, gameState);
|
|
var index = gameState.ai.accessibility.getAccessValue(entity.position());
|
|
if (index === rallyIndex)
|
|
entity.moveToRange(rallyPoint[0], rallyPoint[1], 0, 15, queued);
|
|
else
|
|
gameState.ai.HQ.navalManager.requireTransport(gameState, entity, index, rallyIndex, rallyPoint);
|
|
});
|
|
|
|
// reset all queued units
|
|
var plan = this.name;
|
|
gameState.ai.queueManager.removeQueue("plan_" + plan);
|
|
gameState.ai.queueManager.removeQueue("plan_" + plan + "_champ");
|
|
gameState.ai.queueManager.removeQueue("plan_" + plan + "_siege");
|
|
return 1;
|
|
};
|
|
|
|
|
|
m.AttackPlan.prototype.trainMoreUnits = function(gameState)
|
|
{
|
|
// let's sort by training advancement, ie 'current size / target size'
|
|
// count the number of queued units too.
|
|
// substract priority.
|
|
for (var i = 0; i < this.buildOrder.length; ++i)
|
|
{
|
|
var special = "Plan_" + this.name + "_" + this.buildOrder[i][4];
|
|
var aQueued = gameState.countOwnQueuedEntitiesWithMetadata("special", special);
|
|
aQueued += this.queue.countQueuedUnitsWithMetadata("special", special);
|
|
aQueued += this.queueChamp.countQueuedUnitsWithMetadata("special", special);
|
|
aQueued += this.queueSiege.countQueuedUnitsWithMetadata("special", special);
|
|
this.buildOrder[i][0] = this.buildOrder[i][2].length + aQueued;
|
|
}
|
|
this.buildOrder.sort(function (a,b) {
|
|
var va = a[0]/a[3]["targetSize"] - a[3]["priority"];
|
|
if (a[0] >= a[3]["targetSize"])
|
|
va += 1000;
|
|
var vb = b[0]/b[3]["targetSize"] - b[3]["priority"];
|
|
if (b[0] >= b[3]["targetSize"])
|
|
vb += 1000;
|
|
return va - vb;
|
|
});
|
|
|
|
if (this.Config.debug > 1 && gameState.ai.playedTurn%50 == 0)
|
|
{
|
|
API3.warn("====================================");
|
|
API3.warn("======== build order for plan " + this.name);
|
|
for (var order of this.buildOrder)
|
|
{
|
|
var specialData = "Plan_"+this.name+"_"+order[4];
|
|
var inTraining = gameState.countOwnQueuedEntitiesWithMetadata("special", specialData);
|
|
var queue1 = this.queue.countQueuedUnitsWithMetadata("special", specialData);
|
|
var queue2 = this.queueChamp.countQueuedUnitsWithMetadata("special", specialData);
|
|
var queue3 = this.queueSiege.countQueuedUnitsWithMetadata("special", specialData);
|
|
API3.warn(" >>> " + order[4] + " done " + order[2].length + " training " + inTraining
|
|
+ " queue " + queue1 + " champ " + queue2 + " siege " + queue3 + " >> need " + order[3].targetSize);
|
|
}
|
|
API3.warn("====================================");
|
|
}
|
|
|
|
if (this.buildOrder[0][0] < this.buildOrder[0][3]["targetSize"])
|
|
{
|
|
// find the actual queue we want
|
|
var queue = this.queue;
|
|
if (this.buildOrder[0][3]["classes"].indexOf("Siege") !== -1 ||
|
|
(gameState.civ() == "maur" && this.buildOrder[0][3]["classes"].indexOf("Elephant") !== -1 && this.buildOrder[0][3]["classes"].indexOf("Champion")))
|
|
queue = this.queueSiege;
|
|
else if (this.buildOrder[0][3]["classes"].indexOf("Hero") !== -1)
|
|
queue = this.queueSiege;
|
|
else if (this.buildOrder[0][3]["classes"].indexOf("Champion") !== -1)
|
|
queue = this.queueChamp;
|
|
|
|
if (queue.length() <= 5)
|
|
{
|
|
var template = gameState.ai.HQ.findBestTrainableUnit(gameState, this.buildOrder[0][1], this.buildOrder[0][3]["interests"]);
|
|
// HACK (TODO replace) : if we have no trainable template... Then we'll simply remove the buildOrder,
|
|
// effectively removing the unit from the plan.
|
|
if (template === undefined)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("attack no template found " + this.buildOrder[0][1]);
|
|
delete this.unitStat[this.buildOrder[0][4]]; // deleting the associated unitstat.
|
|
this.buildOrder.splice(0,1);
|
|
}
|
|
else
|
|
{
|
|
if (this.Config.debug > 2)
|
|
API3.warn("attack template " + template + " added for plan " + this.name);
|
|
var max = this.buildOrder[0][3]["batchSize"];
|
|
var specialData = "Plan_" + this.name + "_" + this.buildOrder[0][4];
|
|
if (gameState.getTemplate(template).hasClass("CitizenSoldier"))
|
|
var trainingPlan = new m.TrainingPlan(gameState, template, { "role": "worker", "plan": this.name, "special": specialData, "base": 0 }, max, max);
|
|
else
|
|
var trainingPlan = new m.TrainingPlan(gameState, template, { "role": "attack", "plan": this.name, "special": specialData, "base": 0 }, max, max);
|
|
if (trainingPlan.template)
|
|
queue.addItem(trainingPlan);
|
|
else if (this.Config.debug > 1)
|
|
API3.warn("training plan canceled because no template for " + template + " build1 " + uneval(this.buildOrder[0][1])
|
|
+ " build3 " + uneval(this.buildOrder[0][3]["interests"]));
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
m.AttackPlan.prototype.assignUnits = function(gameState)
|
|
{
|
|
var plan = this.name;
|
|
var added = false;
|
|
var self = this;
|
|
// If we can not build units, assign all available except those affected to allied defense to the current attack
|
|
if (!this.canBuildUnits)
|
|
{
|
|
gameState.getOwnUnits().forEach(function(ent) {
|
|
if (!ent.position())
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined)
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "allied"))
|
|
return;
|
|
ent.setMetadata(PlayerID, "plan", plan);
|
|
self.unitCollection.updateEnt(ent);
|
|
added = true;
|
|
});
|
|
return added;
|
|
}
|
|
|
|
// TODO: assign myself units that fit only, right now I'm getting anything.
|
|
// Assign all no-roles that fit (after a plan aborts, for example).
|
|
if (this.type === "Raid")
|
|
{
|
|
var num = 0;
|
|
gameState.getOwnUnits().filter(API3.Filters.byClass("Cavalry")).forEach(function(ent) {
|
|
if (!ent.position())
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined)
|
|
return;
|
|
if (num++ < 2)
|
|
return;
|
|
ent.setMetadata(PlayerID, "plan", plan);
|
|
self.unitCollection.updateEnt(ent);
|
|
added = true;
|
|
});
|
|
return added;
|
|
}
|
|
|
|
var noRole = gameState.getOwnEntitiesByRole(undefined, false).filter(API3.Filters.byClass("Unit"));
|
|
noRole.forEach(function(ent) {
|
|
if (!ent.position())
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined)
|
|
return;
|
|
if (ent.hasClass("Ship") || ent.hasClass("Support") || ent.attackTypes() === undefined)
|
|
return;
|
|
ent.setMetadata(PlayerID, "plan", plan);
|
|
self.unitCollection.updateEnt(ent);
|
|
added = true;
|
|
});
|
|
// Add units previously in a plan, but which left it because needed for defense or attack finished
|
|
gameState.ai.HQ.attackManager.outOfPlan.forEach(function(ent) {
|
|
if (!ent.position())
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined)
|
|
return;
|
|
ent.setMetadata(PlayerID, "plan", plan);
|
|
self.unitCollection.updateEnt(ent);
|
|
added = true;
|
|
});
|
|
|
|
if (this.type !== "Rush")
|
|
return added;
|
|
|
|
// For a rush, assign also workers (but keep a minimum number of defenders)
|
|
var worker = gameState.getOwnEntitiesByRole("worker", true).filter(API3.Filters.byClass("Unit"));
|
|
var num = 0;
|
|
worker.forEach(function(ent) {
|
|
if (!ent.position())
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
|
|
return;
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined)
|
|
return;
|
|
if (ent.hasClass("Ship") || ent.hasClass("Support") || ent.attackTypes() === undefined)
|
|
return;
|
|
if (num++ < 9)
|
|
return;
|
|
ent.setMetadata(PlayerID, "plan", plan);
|
|
self.unitCollection.updateEnt(ent);
|
|
added = true;
|
|
});
|
|
return added;
|
|
};
|
|
|
|
// Reassign one (at each turn) Cav unit to fasten raid preparation
|
|
m.AttackPlan.prototype.reassignCavUnit = function(gameState)
|
|
{
|
|
var found = undefined;
|
|
this.unitCollection.forEach(function(ent) {
|
|
if (found)
|
|
return;
|
|
if (!ent.position() || ent.getMetadata(PlayerID, "transport") !== undefined)
|
|
return;
|
|
if (!ent.hasClass("Cavalry") || !ent.hasClass("CitizenSoldier"))
|
|
return;
|
|
found = ent;
|
|
});
|
|
if (!found)
|
|
return;
|
|
let raid = gameState.ai.HQ.attackManager.getAttackInPreparation("Raid");
|
|
found.setMetadata(PlayerID, "plan", raid.name);
|
|
this.unitCollection.updateEnt(found);
|
|
raid.unitCollection.updateEnt(found);
|
|
};
|
|
|
|
// sameLand true means that we look for a target for which we do not need to take a transport
|
|
m.AttackPlan.prototype.getNearestTarget = function(gameState, position, sameLand)
|
|
{
|
|
if (this.type === "Raid")
|
|
var targets = this.raidTargetFinder(gameState);
|
|
else if (this.type === "Rush" || this.type === "Attack")
|
|
var targets = this.rushTargetFinder(gameState, this.targetPlayer);
|
|
else
|
|
var targets = this.defaultTargetFinder(gameState);
|
|
if (targets.length == 0)
|
|
return undefined;
|
|
|
|
var land = gameState.ai.accessibility.getAccessValue(position);
|
|
|
|
// picking the nearest target
|
|
var minDist = -1;
|
|
var index = undefined;
|
|
for (var i in targets._entities)
|
|
{
|
|
if (!targets._entities[i].position())
|
|
continue;
|
|
if (sameLand && gameState.ai.accessibility.getAccessValue(targets._entities[i].position()) !== land)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(targets._entities[i].position(), position);
|
|
if (dist < minDist || minDist == -1)
|
|
{
|
|
minDist = dist;
|
|
index = i;
|
|
}
|
|
}
|
|
if (!index)
|
|
return undefined;
|
|
// Rushes can change their enemy target if nothing found with the preferred enemy
|
|
this.targetPlayer = targets._entities[index].owner();
|
|
return targets._entities[index];
|
|
};
|
|
|
|
// Default target finder aims for conquest critical targets
|
|
m.AttackPlan.prototype.defaultTargetFinder = function(gameState)
|
|
{
|
|
var targets = undefined;
|
|
if (gameState.getGameType() === "wonder")
|
|
{
|
|
targets = gameState.getEnemyStructures(this.targetPlayer).filter(API3.Filters.byClass("Wonder"));
|
|
if (targets.length)
|
|
return targets;
|
|
}
|
|
|
|
var targets = gameState.getEnemyStructures(this.targetPlayer).filter(API3.Filters.byClass("CivCentre"));
|
|
if (!targets.length)
|
|
targets = gameState.getEnemyStructures(this.targetPlayer).filter(API3.Filters.byClass("ConquestCritical"));
|
|
// If there's nothing, attack anything else that's less critical
|
|
if (!targets.length)
|
|
targets = gameState.getEnemyStructures(this.targetPlayer).filter(API3.Filters.byClass("Town"));
|
|
if (!targets.length)
|
|
targets = gameState.getEnemyStructures(this.targetPlayer).filter(API3.Filters.byClass("Village"));
|
|
// no buildings, attack anything conquest critical, even units
|
|
if (!targets.length)
|
|
targets = gameState.getEnemyEntities(this.targetPlayer).filter(API3.Filters.byClass("ConquestCritical"));
|
|
return targets;
|
|
};
|
|
|
|
// Rush target finder aims at isolated non-defended buildings
|
|
m.AttackPlan.prototype.rushTargetFinder = function(gameState, playerEnemy)
|
|
{
|
|
var targets = new API3.EntityCollection(gameState.sharedScript);
|
|
if (playerEnemy !== undefined)
|
|
var buildings = gameState.getEnemyStructures(this.targetPlayer).toEntityArray();
|
|
else
|
|
var buildings = gameState.getEnemyStructures().toEntityArray();
|
|
if (buildings.length == 0)
|
|
return targets;
|
|
|
|
this.position = this.unitCollection.getCentrePosition();
|
|
if (!this.position)
|
|
this.position = this.rallyPoint;
|
|
|
|
var minDist = Math.min();
|
|
var target = undefined;
|
|
for (var building of buildings)
|
|
{
|
|
if (building.owner() == 0)
|
|
continue;
|
|
// TODO check on Arrow count
|
|
if (building.hasClass("CivCentre") || building.hasClass("Tower") || building.hasClass("Fortress"))
|
|
continue;
|
|
var pos = building.position();
|
|
var defended = false;
|
|
for (var defense of buildings)
|
|
{
|
|
if (!defense.hasClass("CivCentre") && !defense.hasClass("Tower") && !defense.hasClass("Fortress"))
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(pos, defense.position());
|
|
if (dist < 4900) // TODO check on defense range rather than this fixed 70*70
|
|
{
|
|
defended = true;
|
|
break;
|
|
}
|
|
}
|
|
if (defended)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(pos, this.position);
|
|
if (dist > minDist)
|
|
continue;
|
|
minDist = dist;
|
|
target = building;
|
|
}
|
|
if (target)
|
|
targets.addEnt(target);
|
|
|
|
if (targets.length == 0)
|
|
{
|
|
if( this.type === "Attack")
|
|
targets = this.defaultTargetFinder(gameState);
|
|
else if (this.type === "Rush" && playerEnemy)
|
|
targets = this.rushTargetFinder(gameState);
|
|
}
|
|
|
|
return targets;
|
|
};
|
|
|
|
// Raid target finder aims at destructing foundations from which our defenseManager has attacked the builders
|
|
m.AttackPlan.prototype.raidTargetFinder = function(gameState)
|
|
{
|
|
var targets = new API3.EntityCollection(gameState.sharedScript);
|
|
for (var targetId of gameState.ai.HQ.defenseManager.targetList)
|
|
{
|
|
var target = gameState.getEntityById(targetId);
|
|
if (target && target.position())
|
|
targets.addEnt(target);
|
|
}
|
|
return targets
|
|
};
|
|
|
|
m.AttackPlan.prototype.getPathToTarget = function(gameState)
|
|
{
|
|
if (this.path === undefined)
|
|
this.path = this.pathFinder.getPath(this.rallyPoint, this.targetPos, this.pathSampling, this.pathWidth, 175);
|
|
else if (this.path === "toBeContinued")
|
|
this.path = this.pathFinder.continuePath();
|
|
|
|
if (this.path === undefined)
|
|
{
|
|
if (this.pathWidth == 6)
|
|
{
|
|
this.pathWidth = 2;
|
|
delete this.path;
|
|
}
|
|
else
|
|
{
|
|
delete this.pathFinder;
|
|
return 3; // no path.
|
|
}
|
|
}
|
|
else if (this.path === "toBeContinued")
|
|
{
|
|
return 1; // carry on
|
|
}
|
|
else if (this.path[1] === true && this.pathWidth == 2)
|
|
{
|
|
// okay so we need a ship.
|
|
// Basically we'll add it as a new class to train compulsorily, and we'll recompute our path.
|
|
if (!gameState.ai.HQ.navalMap)
|
|
{
|
|
gameState.ai.HQ.navalMap = true;
|
|
return 0;
|
|
}
|
|
this.pathWidth = 3;
|
|
this.pathSampling = 3;
|
|
this.path = this.path[0].reverse();
|
|
delete this.pathFinder;
|
|
// Change the rally point to something useful (should avoid rams getting stuck in our territor)
|
|
this.setRallyPoint(gameState);
|
|
}
|
|
else if (this.path[1] === true && this.pathWidth == 6)
|
|
{
|
|
// retry with a smaller pathwidth:
|
|
this.pathWidth = 2;
|
|
delete this.path;
|
|
}
|
|
else
|
|
{
|
|
this.path = this.path[0].reverse();
|
|
delete this.pathFinder;
|
|
// Change the rally point to something useful (should avoid rams getting stuck in our territor)
|
|
this.setRallyPoint(gameState);
|
|
}
|
|
return -1; // ok
|
|
};
|
|
|
|
m.AttackPlan.prototype.setRallyPoint = function(gameState)
|
|
{
|
|
for (var i = 0; i < this.path.length; ++i)
|
|
{
|
|
// my pathfinder returns arrays in arrays in arrays.
|
|
var waypointPos = this.path[i][0];
|
|
if (gameState.ai.HQ.territoryMap.getOwner(waypointPos) !== PlayerID || this.path[i][1] === true)
|
|
{
|
|
// Set rally point at the border of our territory
|
|
// or where we need to change transportation method.
|
|
if (i !== 0)
|
|
this.rallyPoint = this.path[i-1][0];
|
|
else
|
|
this.rallyPoint = this.path[0][0];
|
|
|
|
if (i >= 2)
|
|
this.path.splice(0, i-1);
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
// Executes the attack plan, after this is executed the update function will be run every turn
|
|
// If we're here, it's because we have enough units.
|
|
m.AttackPlan.prototype.StartAttack = function(gameState)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("start attack " + this.name + " with type " + this.type);
|
|
|
|
if (!this.target || !gameState.getEntityById(this.target.id())) // our target was destroyed during our preparation
|
|
{
|
|
if (!this.targetPos) // should not happen
|
|
return false;
|
|
var targetIndex = gameState.ai.accessibility.getAccessValue(this.targetPos);
|
|
var rallyIndex = gameState.ai.accessibility.getAccessValue(this.rallyPoint);
|
|
if (targetIndex === rallyIndex)
|
|
{
|
|
// If on the same index: if we are doing a raid, look for a better target,
|
|
// otherwise proceed with the previous target position
|
|
// and we will look for a better target there
|
|
if (this.type === "Raid")
|
|
{
|
|
this.target = this.getNearestTarget(gameState, this.rallyPoint);
|
|
if (!this.target)
|
|
return false;
|
|
this.targetPos = this.target.position();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Not on the same index, do not loose time to go to previous targetPos if nothing there
|
|
// so directly look for a new target right now
|
|
this.target = this.getNearestTarget(gameState, this.rallyPoint);
|
|
if (!this.target)
|
|
return false;
|
|
this.targetPos = this.target.position();
|
|
}
|
|
}
|
|
|
|
// check we have a target and a path.
|
|
if (this.targetPos && this.path !== undefined)
|
|
{
|
|
// erase our queue. This will stop any leftover unit from being trained.
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name);
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name + "_champ");
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name + "_siege");
|
|
|
|
var curPos = this.unitCollection.getCentrePosition();
|
|
|
|
this.unitCollection.forEach(function(ent) {
|
|
ent.setMetadata(PlayerID, "subrole", "walking");
|
|
});
|
|
// optimize our collection now.
|
|
this.unitCollection.allowQuickIter();
|
|
|
|
this.unitCollection.setStance("aggressive");
|
|
|
|
if (gameState.ai.accessibility.getAccessValue(this.targetPos) === gameState.ai.accessibility.getAccessValue(this.rallyPoint))
|
|
{
|
|
if (!this.path[0][0][0] || !this.path[0][0][1])
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("StartAttack: Problem with path " + uneval(this.path));
|
|
return false;
|
|
}
|
|
this.state = "walking";
|
|
this.unitCollection.move(this.path[0][0][0], this.path[0][0][1]);
|
|
}
|
|
else
|
|
{
|
|
this.state = "transporting";
|
|
var startIndex = gameState.ai.accessibility.getAccessValue(this.rallyPoint);
|
|
var endIndex = gameState.ai.accessibility.getAccessValue(this.targetPos);
|
|
var endPos = this.targetPos;
|
|
// TODO require a global transport for the collection,
|
|
// and put back its state to "walking" when the transport is finished
|
|
this.unitCollection.forEach(function (entity) {
|
|
gameState.ai.HQ.navalManager.requireTransport(gameState, entity, startIndex, endIndex, endPos);
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gameState.ai.gameFinished = true;
|
|
API3.warn("I do not have any target. So I'll just assume I won the game.");
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
// Runs every turn after the attack is executed
|
|
m.AttackPlan.prototype.update = function(gameState, events)
|
|
{
|
|
if (this.unitCollection.length == 0)
|
|
return 0;
|
|
|
|
Engine.ProfileStart("Update Attack");
|
|
|
|
this.position = this.unitCollection.getCentrePosition();
|
|
var IDs = this.unitCollection.toIdArray();
|
|
|
|
var self = this;
|
|
|
|
// we are transporting our units, let's wait
|
|
// TODO retaliate if attacked while waiting for the rest of the units
|
|
// and instead of state "arrived", made a state "walking" with a new path
|
|
if (this.state === "transporting")
|
|
{
|
|
var done = true;
|
|
this.unitCollection.forEach(function (entity) {
|
|
if (self.Config.debug > 1 && entity.getMetadata(PlayerID, "transport") !== undefined)
|
|
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [entity.id()], "rgb": [2,2,0]});
|
|
else if (self.Config.debug > 1)
|
|
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [entity.id()], "rgb": [1,1,1]});
|
|
if (!done)
|
|
return;
|
|
if (entity.getMetadata(PlayerID, "transport") !== undefined)
|
|
done = false;
|
|
});
|
|
|
|
if (done)
|
|
this.state = "arrived";
|
|
else
|
|
{
|
|
// if we are attacked while waiting the rest of the army, retaliate
|
|
var attackedEvents = events["Attacked"];
|
|
for (var evt of attackedEvents)
|
|
{
|
|
if (IDs.indexOf(evt.target) == -1)
|
|
continue;
|
|
var attacker = gameState.getEntityById(evt.attacker);
|
|
var ourUnit = gameState.getEntityById(evt.target);
|
|
if (!attacker || !ourUnit)
|
|
continue;
|
|
this.unitCollection.forEach(function (entity) {
|
|
if (entity.getMetadata(PlayerID, "transport") !== undefined)
|
|
return;
|
|
if (!entity.isIdle())
|
|
return;
|
|
entity.attack(attacker.id());
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// this actually doesn't do anything right now.
|
|
if (this.state === "walking")
|
|
{
|
|
// we're marching towards the target
|
|
// Let's check if any of our unit has been attacked.
|
|
// In case yes, we'll determine if we're simply off against an enemy army, a lone unit/building
|
|
// or if we reached the enemy base. Different plans may react differently.
|
|
var attackedNB = 0;
|
|
var attackedUnitNB = 0;
|
|
var attackedEvents = events["Attacked"];
|
|
for (var evt of attackedEvents)
|
|
{
|
|
if (IDs.indexOf(evt.target) == -1)
|
|
continue;
|
|
var attacker = gameState.getEntityById(evt.attacker);
|
|
var ourUnit = gameState.getEntityById(evt.target);
|
|
|
|
if (attacker && (attacker.owner() != 0 || this.targetPlayer == 0))
|
|
{
|
|
attackedNB++;
|
|
if (attacker.hasClass("Unit"))
|
|
attackedUnitNB++;
|
|
}
|
|
}
|
|
// Are we arrived at destination ?
|
|
var maybe = true;
|
|
if (attackedUnitNB == 0)
|
|
{
|
|
var siegeNB = 0;
|
|
this.unitCollection.forEach( function (ent) {
|
|
if (self.isSiegeUnit(gameState, ent))
|
|
siegeNB++;
|
|
});
|
|
if (siegeNB == 0)
|
|
maybe = false;
|
|
}
|
|
if (maybe && ((gameState.ai.HQ.territoryMap.getOwner(this.position) === this.targetPlayer && attackedNB > 1) || attackedNB > 3))
|
|
this.state = "arrived";
|
|
}
|
|
|
|
if (this.state === "walking")
|
|
{
|
|
// basically haven't moved an inch: very likely stuck)
|
|
if (API3.SquareVectorDistance(this.position, this.position5TurnsAgo) < 10 && this.path.length > 0 && gameState.ai.playedTurn % 5 == 0)
|
|
{
|
|
// check for stuck siege units
|
|
var farthest = 0;
|
|
var farthestEnt = -1;
|
|
this.unitCollection.filter(API3.Filters.byClass("Siege")).forEach (function (ent) {
|
|
var dist = API3.SquareVectorDistance(ent.position(), self.position);
|
|
if (dist < farthest)
|
|
return;
|
|
farthest = dist;
|
|
farthestEnt = ent;
|
|
});
|
|
if (farthestEnt !== -1)
|
|
farthestEnt.destroy();
|
|
}
|
|
if (gameState.ai.playedTurn % 5 == 0)
|
|
this.position5TurnsAgo = this.position;
|
|
|
|
if (this.lastPosition && API3.SquareVectorDistance(this.position, this.lastPosition) < 20 && this.path.length > 0)
|
|
{
|
|
if (!this.path[0][0][0] || !this.path[0][0][1])
|
|
API3.warn("Start: Problem with path " + uneval(this.path));
|
|
// We're stuck, presumably. Check if there are no walls just close to us. If so, we're arrived, and we're gonna tear down some serious stone.
|
|
var nexttoWalls = false;
|
|
gameState.getEnemyEntities().filter(API3.Filters.byClass("StoneWall")).forEach( function (ent) {
|
|
if (!nexttoWalls && API3.SquareVectorDistance(self.position, ent.position()) < 800)
|
|
nexttoWalls = true;
|
|
});
|
|
// there are walls but we can attack
|
|
if (nexttoWalls && this.unitCollection.filter(API3.Filters.byCanAttack("StoneWall")).length !== 0)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Attack Plan " + this.type + " " + this.name + " has met walls and is not happy.");
|
|
this.state = "arrived";
|
|
}
|
|
else if (nexttoWalls) // abort plan
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Attack Plan " + this.type + " " + this.name + " has met walls and gives up.");
|
|
Engine.ProfileStop();
|
|
return 0;
|
|
}
|
|
else
|
|
//this.unitCollection.move(this.path[0][0][0], this.path[0][0][1]);
|
|
this.unitCollection.moveIndiv(this.path[0][0][0], this.path[0][0][1]);
|
|
}
|
|
}
|
|
|
|
// check if our units are close enough from the next waypoint.
|
|
if (this.state === "walking")
|
|
{
|
|
if (API3.SquareVectorDistance(this.position, this.targetPos) < 10000)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Attack Plan " + this.type + " " + this.name + " has arrived to destination.");
|
|
this.state = "arrived";
|
|
}
|
|
else if (this.path.length && API3.SquareVectorDistance(this.position, this.path[0][0]) < 1600)
|
|
{
|
|
this.path.shift();
|
|
if (this.path.length)
|
|
this.unitCollection.move(this.path[0][0][0], this.path[0][0][1]);
|
|
else
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Attack Plan " + this.type + " " + this.name + " has arrived to destination.");
|
|
this.state = "arrived";
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.state === "arrived")
|
|
{
|
|
// let's proceed on with whatever happens now.
|
|
this.state = "";
|
|
this.startingAttack = true;
|
|
this.unitCollection.forEach( function (ent) {
|
|
ent.stopMoving();
|
|
ent.setMetadata(PlayerID, "subrole", "attacking");
|
|
});
|
|
if (this.type === "Rush") // try to find a better target for rush
|
|
{
|
|
var newtarget = this.getNearestTarget(gameState, this.position);
|
|
if (newtarget)
|
|
{
|
|
this.target = newtarget;
|
|
this.targetPos = this.target.position();
|
|
}
|
|
}
|
|
}
|
|
|
|
// basic state of attacking.
|
|
if (this.state === "")
|
|
{
|
|
var time = gameState.ai.elapsedTime;
|
|
var attackedEvents = events["Attacked"];
|
|
for (var evt of attackedEvents)
|
|
{
|
|
if (IDs.indexOf(evt.target) == -1)
|
|
continue;
|
|
var attacker = gameState.getEntityById(evt.attacker);
|
|
if (!attacker || !attacker.position() || !attacker.hasClass("Unit"))
|
|
continue;
|
|
var ourUnit = gameState.getEntityById(evt.target);
|
|
if (this.isSiegeUnit(gameState, ourUnit))
|
|
{
|
|
// if siege units are attacked, we'll send some units to deal with enemies.
|
|
var collec = this.unitCollection.filter(API3.Filters.not(API3.Filters.byClass("Siege"))).filterNearest(ourUnit.position(), 5).toEntityArray();
|
|
for (var ent of collec)
|
|
if (!this.isSiegeUnit(gameState, ent))
|
|
{
|
|
ent.attack(attacker.id());
|
|
ent.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if units are attacked, abandon their target (if it was a structure or a support) and retaliate
|
|
var orderData = ourUnit.unitAIOrderData();
|
|
if (orderData.length !== 0 && orderData[0]["target"])
|
|
{
|
|
var target = gameState.getEntityById(orderData[0]["target"]);
|
|
if (target && !target.hasClass("Structure") && !target.hasClass("Support"))
|
|
continue;
|
|
}
|
|
ourUnit.attack(attacker.id());
|
|
ourUnit.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time);
|
|
}
|
|
}
|
|
|
|
var enemyUnits = gameState.getEnemyUnits(this.targetPlayer);
|
|
var enemyStructures = gameState.getEnemyStructures(this.targetPlayer);
|
|
|
|
var targetClassesUnit;
|
|
var targetClassesSiege;
|
|
if (this.type === "Rush")
|
|
targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["StoneWall", "Tower", "Fortress"]};
|
|
else
|
|
{
|
|
if (this.target.hasClass("Fortress"))
|
|
targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["StoneWall"]};
|
|
else if (this.target.hasClass("StoneWall"))
|
|
targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Fortress"]};
|
|
else
|
|
targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Fortress", "StoneWall"]};
|
|
}
|
|
if (this.target.hasClass("Structure"))
|
|
targetClassesSiege = {"attack": ["Structure"]};
|
|
else
|
|
targetClassesSiege = {"attack": ["Unit", "Structure"]};
|
|
|
|
if (this.unitCollUpdateArray === undefined || this.unitCollUpdateArray.length == 0)
|
|
this.unitCollUpdateArray = this.unitCollection.toIdArray();
|
|
|
|
// Let's check a few units each time we update (currently 10) except when attack starts
|
|
if (this.unitCollUpdateArray.length < 15 || this.startingAttack)
|
|
var lgth = this.unitCollUpdateArray.length;
|
|
else
|
|
var lgth = 10;
|
|
for (var check = 0; check < lgth; check++)
|
|
{
|
|
var ent = gameState.getEntityById(this.unitCollUpdateArray[check]);
|
|
if (!ent || !ent.position())
|
|
continue;
|
|
|
|
var orderData = ent.unitAIOrderData();
|
|
if (orderData.length !== 0)
|
|
orderData = orderData[0];
|
|
else
|
|
orderData = undefined;
|
|
|
|
// update the order if needed
|
|
var needsUpdate = false;
|
|
var maybeUpdate = false;
|
|
var siegeUnit = this.isSiegeUnit(gameState, ent);
|
|
if (ent.isIdle())
|
|
needsUpdate = true;
|
|
else if (siegeUnit && orderData && orderData["target"])
|
|
{
|
|
var target = gameState.getEntityById(orderData["target"]);
|
|
if (!target)
|
|
needsUpdate = true;
|
|
else if(!target.hasClass("Structure"))
|
|
maybeUpdate = true;
|
|
}
|
|
else if (orderData && orderData["target"])
|
|
{
|
|
var target = gameState.getEntityById(orderData["target"]);
|
|
if (!target)
|
|
needsUpdate = true;
|
|
else if (target.hasClass("Structure"))
|
|
maybeUpdate = true;
|
|
else if (!ent.hasClass("Cavalry") && !ent.hasClass("Ranged")
|
|
&& target.hasClass("Female") && target.unitAIState().split(".")[1] == "FLEEING")
|
|
maybeUpdate = true;
|
|
}
|
|
|
|
// don't update too soon if not necessary
|
|
if (!needsUpdate)
|
|
{
|
|
if (!maybeUpdate)
|
|
continue;
|
|
var lastAttackPlanUpdateTime = ent.getMetadata(PlayerID, "lastAttackPlanUpdateTime");
|
|
if (lastAttackPlanUpdateTime && (time - lastAttackPlanUpdateTime) < 5)
|
|
continue;
|
|
}
|
|
ent.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time);
|
|
var range = 60;
|
|
var attackTypes = ent.attackTypes();
|
|
if (attackTypes && attackTypes.indexOf("Ranged") !== -1)
|
|
range = 30 + ent.attackRange("Ranged").max;
|
|
else if (ent.hasClass("Cavalry"))
|
|
range += 30;
|
|
range = range * range;
|
|
var entIndex = gameState.ai.accessibility.getAccessValue(ent.position());
|
|
// Checking for gates if we're a siege unit.
|
|
if (siegeUnit)
|
|
{
|
|
var mStruct = enemyStructures.filter(function (enemy) {
|
|
if (!enemy.position() || (enemy.hasClass("StoneWall") && !ent.canAttackClass("StoneWall")))
|
|
return false;
|
|
if (API3.SquareVectorDistance(enemy.position(), ent.position()) > range)
|
|
return false;
|
|
if (enemy.foundationProgress() == 0)
|
|
return false;
|
|
if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex)
|
|
return false;
|
|
return true;
|
|
}).toEntityArray();
|
|
if (mStruct.length !== 0)
|
|
{
|
|
mStruct.sort(function (structa,structb)
|
|
{
|
|
var vala = structa.costSum();
|
|
if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall"))
|
|
vala += 10000;
|
|
else if (structa.getDefaultArrow() || structa.getArrowMultiplier())
|
|
vala += 1000;
|
|
else if (structa.hasClass("ConquestCritical"))
|
|
vala += 200;
|
|
var valb = structb.costSum();
|
|
if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall"))
|
|
valb += 10000;
|
|
else if (structb.getDefaultArrow() || structb.getArrowMultiplier())
|
|
valb += 1000;
|
|
else if (structb.hasClass("ConquestCritical"))
|
|
valb += 200;
|
|
return (valb - vala);
|
|
});
|
|
if (mStruct[0].hasClass("Gates"))
|
|
ent.attack(mStruct[0].id());
|
|
else
|
|
{
|
|
var rand = Math.floor(Math.random() * mStruct.length * 0.2);
|
|
ent.attack(mStruct[rand].id());
|
|
}
|
|
}
|
|
else
|
|
ent.attackMove(self.targetPos[0], self.targetPos[1], targetClassesSiege);
|
|
}
|
|
else
|
|
{
|
|
var nearby = (!ent.hasClass("Cavalry") && !ent.hasClass("Ranged"));
|
|
var mUnit = enemyUnits.filter(function (enemy) {
|
|
if (!enemy.position())
|
|
return false;
|
|
if (enemy.hasClass("Animal"))
|
|
return false;
|
|
if (nearby && enemy.hasClass("Female") && enemy.unitAIState().split(".")[1] == "FLEEING")
|
|
return false;
|
|
var dist = API3.SquareVectorDistance(enemy.position(), ent.position());
|
|
if (dist > range)
|
|
return false;
|
|
if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex)
|
|
return false;
|
|
enemy.setMetadata(PlayerID, "distance", Math.sqrt(dist));
|
|
return true;
|
|
}).toEntityArray();
|
|
if (mUnit.length !== 0)
|
|
{
|
|
mUnit.sort(function (unitA,unitB) {
|
|
var vala = unitA.hasClass("Support") ? 50 : 0;
|
|
if (ent.countersClasses(unitA.classes()))
|
|
vala += 100;
|
|
var valb = unitB.hasClass("Support") ? 50 : 0;
|
|
if (ent.countersClasses(unitB.classes()))
|
|
valb += 100;
|
|
var distA = unitA.getMetadata(PlayerID, "distance");
|
|
var distB = unitB.getMetadata(PlayerID, "distance");
|
|
if( distA && distB)
|
|
{
|
|
vala -= distA;
|
|
valb -= distB;
|
|
}
|
|
return valb - vala;
|
|
});
|
|
var rand = Math.floor(Math.random() * mUnit.length * 0.1);
|
|
ent.attack(mUnit[rand].id());
|
|
}
|
|
else if (API3.SquareVectorDistance(self.targetPos, ent.position()) > 2500 )
|
|
{
|
|
ent.attackMove(self.targetPos[0], self.targetPos[1], targetClassesUnit);
|
|
ent.attackMove(self.targetPos[0], self.targetPos[1], {"attack": ["Unit", "Structure"]}, true); // in case we are blocked by walls
|
|
}
|
|
else
|
|
{
|
|
var mStruct = enemyStructures.filter(function (enemy) {
|
|
if (!enemy.position() || (enemy.hasClass("StoneWall") && !ent.canAttackClass("StoneWall")))
|
|
return false;
|
|
if (API3.SquareVectorDistance(enemy.position(), ent.position()) > range)
|
|
return false;
|
|
if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex)
|
|
return false;
|
|
return true;
|
|
}).toEntityArray();
|
|
if (mStruct.length !== 0)
|
|
{
|
|
mStruct.sort(function (structa,structb) {
|
|
var vala = structa.costSum();
|
|
if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall"))
|
|
vala += 10000;
|
|
else if (structa.hasClass("ConquestCritical"))
|
|
vala += 100;
|
|
var valb = structb.costSum();
|
|
if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall"))
|
|
valb += 10000;
|
|
else if (structb.hasClass("ConquestCritical"))
|
|
valb += 100;
|
|
return (valb - vala);
|
|
});
|
|
if (mStruct[0].hasClass("Gates"))
|
|
ent.attack(mStruct[0].id());
|
|
else
|
|
{
|
|
var rand = Math.floor(Math.random() * mStruct.length * 0.2);
|
|
ent.attack(mStruct[rand].id());
|
|
}
|
|
}
|
|
else if (needsUpdate) // really nothing let's try to help our nearest unit
|
|
{
|
|
var distmin = Math.min();
|
|
var attackerId = undefined;
|
|
this.unitCollection.forEach( function (unit) {
|
|
if (!unit.position())
|
|
return;
|
|
if (unit.unitAIState().split(".")[1] !== "COMBAT" || unit.unitAIOrderData().length == 0
|
|
|| !unit.unitAIOrderData()[0]["target"])
|
|
return;
|
|
var dist = API3.SquareVectorDistance(unit.position(), ent.position());
|
|
if (dist > distmin)
|
|
return;
|
|
distmin = dist;
|
|
attackerId = unit.unitAIOrderData()[0]["target"];
|
|
|
|
});
|
|
if (attackerId)
|
|
ent.attack(attackerId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
this.unitCollUpdateArray.splice(0, lgth);
|
|
this.startingAttack = false;
|
|
|
|
// check if this enemy is defeated
|
|
if (this.target && this.target.owner() == 0 && this.targetPlayer != 0)
|
|
this.target = undefined;
|
|
|
|
// updating targets.
|
|
if (!this.target || !gameState.getEntityById(this.target.id()))
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Seems like our target has been destroyed. Switching.");
|
|
this.target = this.getNearestTarget(gameState, this.position, true);
|
|
if (!this.target)
|
|
{
|
|
// Check if we could help any current attack
|
|
var attackManager = gameState.ai.HQ.attackManager;
|
|
var accessIndex = gameState.ai.accessibility.getAccessValue(this.targetPos);
|
|
for (var attackType in attackManager.startedAttacks)
|
|
{
|
|
if (this.target)
|
|
break;
|
|
for (var attack of attackManager.startedAttacks[attackType])
|
|
{
|
|
if (attack.name === this.name)
|
|
continue;
|
|
if (accessIndex !== gameState.ai.accessibility.getAccessValue(attack.targetPos))
|
|
continue;
|
|
if (!attack.target || !gameState.getEntityById(attack.target.id()))
|
|
continue;
|
|
this.target = attack.target;
|
|
this.targetPlayer = attack.targetPlayer;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!this.target)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
API3.warn("No new target found. Remaining units " + this.unitCollection.length);
|
|
Engine.ProfileStop();
|
|
return false;
|
|
}
|
|
else if (this.Config.debug > 1)
|
|
API3.warn("We will help one of our other attacks");
|
|
}
|
|
this.targetPos = this.target.position();
|
|
}
|
|
|
|
// regularly update the target position in case it's a unit.
|
|
if (this.target.hasClass("Unit"))
|
|
this.targetPos = this.target.position();
|
|
}
|
|
this.lastPosition = this.position;
|
|
Engine.ProfileStop();
|
|
|
|
return this.unitCollection.length;
|
|
};
|
|
|
|
// reset any units
|
|
m.AttackPlan.prototype.Abort = function(gameState)
|
|
{
|
|
// Do not use QuickIter with forEach when forEach removes elements
|
|
this.unitCollection.preventQuickIter();
|
|
this.unitCollection.unregister();
|
|
if (this.unitCollection.length)
|
|
{
|
|
// If the attack was started, and we are on the same land as the rallyPoint, go back there
|
|
var rallyPoint = this.rallyPoint;
|
|
var withdrawal = (this.isStarted() && !this.overseas);
|
|
var self = this;
|
|
this.unitCollection.forEach(function(ent) {
|
|
ent.stopMoving();
|
|
if (withdrawal)
|
|
ent.move(rallyPoint[0], rallyPoint[1]);
|
|
self.removeUnit(ent);
|
|
});
|
|
}
|
|
|
|
for (let unitCat in this.unitStat)
|
|
this.unit[unitCat].unregister();
|
|
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name);
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name + "_champ");
|
|
gameState.ai.queueManager.removeQueue("plan_" + this.name + "_siege");
|
|
};
|
|
|
|
m.AttackPlan.prototype.removeUnit = function(ent, update)
|
|
{
|
|
if (ent.hasClass("CitizenSoldier") && ent.getMetadata(PlayerID, "role") !== "worker")
|
|
{
|
|
ent.setMetadata(PlayerID, "role", "worker");
|
|
ent.setMetadata(PlayerID, "subrole", undefined);
|
|
}
|
|
ent.setMetadata(PlayerID, "plan", -1);
|
|
if (update)
|
|
this.unitCollection.updateEnt(ent);
|
|
};
|
|
|
|
m.AttackPlan.prototype.checkEvents = function(gameState, events)
|
|
{
|
|
if (this.target)
|
|
{
|
|
let renameEvents = events["EntityRenamed"];
|
|
for (let evt of renameEvents)
|
|
{
|
|
if (this.target.id() == evt.entity)
|
|
{
|
|
this.target = gameState.getEntityById(evt.newentity);
|
|
if (this.target)
|
|
this.targetPos = this.target.position();
|
|
else
|
|
this.targetPos = undefined;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.state === "unexecuted")
|
|
return;
|
|
|
|
var TrainingEvents = events["TrainingFinished"];
|
|
for (let evt of TrainingEvents)
|
|
{
|
|
for (let id of evt.entities)
|
|
{
|
|
let ent = gameState.getEntityById(id);
|
|
if (!ent || ent.getMetadata(PlayerID, "plan") === undefined)
|
|
continue;
|
|
if (ent.getMetadata(PlayerID, "plan") === this.name)
|
|
ent.setMetadata(PlayerID, "plan", -1);
|
|
}
|
|
}
|
|
};
|
|
|
|
m.AttackPlan.prototype.waitingForTransport = function()
|
|
{
|
|
var waiting = false;
|
|
this.unitCollection.forEach(function (ent) {
|
|
if (ent.getMetadata(PlayerID, "transport") !== undefined)
|
|
waiting = true;
|
|
});
|
|
return waiting;
|
|
};
|
|
|
|
m.AttackPlan.prototype.hasForceOrder = function(data, value)
|
|
{
|
|
var forced = false;
|
|
this.unitCollection.forEach(function (ent) {
|
|
if (data && +(ent.getMetadata(PlayerID, data)) !== value)
|
|
return;
|
|
var orders = ent.unitAIOrderData();
|
|
for (var order of orders)
|
|
if (order.force)
|
|
forced = true;
|
|
});
|
|
return forced;
|
|
};
|
|
|
|
m.AttackPlan.prototype.isSiegeUnit = function(gameState, ent)
|
|
{
|
|
return (ent.hasClass("Siege") ||
|
|
(gameState.civ() === "maur" && ent.hasClass("Elephant") && ent.hasClass("Champion")));
|
|
};
|
|
|
|
m.AttackPlan.prototype.debugAttack = function()
|
|
{
|
|
API3.warn("---------- attack " + this.name);
|
|
for (var unitCat in this.unitStat)
|
|
{
|
|
var Unit = this.unitStat[unitCat];
|
|
API3.warn(unitCat + " num=" + this.unit[unitCat].length + " min=" + Unit["minSize"] + " need=" + Unit["targetSize"]);
|
|
}
|
|
API3.warn("------------------------------");
|
|
};
|
|
|
|
m.AttackPlan.prototype.Serialize = function()
|
|
{
|
|
let properties = {
|
|
"name": this.name,
|
|
"type": this.type,
|
|
"state": this.state,
|
|
"rallyPoint": this.rallyPoint,
|
|
"overseas": this.overseas,
|
|
"paused": this.paused,
|
|
"maxCompletingTurn": this.maxCompletingTurn,
|
|
"neededShips": this.neededShips,
|
|
"unitStat": this.unitStat,
|
|
"position5TurnsAgo": this.position5TurnsAgo,
|
|
"lastPosition": this.lastPosition,
|
|
"position": this.position,
|
|
"targetPlayer": this.targetPlayer,
|
|
"target": ((this.target !== undefined) ? this.target.id() : undefined),
|
|
"targetPos": this.targetPos
|
|
};
|
|
|
|
let path = {
|
|
"path": this.path,
|
|
"pathSampling": this.pathSampling,
|
|
"pathWidth": this.pathWidth
|
|
};
|
|
|
|
return { "properties": properties, "path": path };
|
|
};
|
|
|
|
m.AttackPlan.prototype.Deserialize = function(gameState, data)
|
|
{
|
|
for (let key in data.properties)
|
|
this[key] = data.properties[key];
|
|
|
|
if (this.target)
|
|
this.target = gameState.getEntityById(this.target);
|
|
|
|
// if the path was not fully computed, we will recompute it as it is not serialized
|
|
if (data.path.path != "toBeContinued")
|
|
for (let key in data.path)
|
|
this[key] = data.path[key];
|
|
|
|
this.failed = undefined;
|
|
};
|
|
|
|
return m;
|
|
}(PETRA);
|