0ad/binaries/data/mods/public/simulation/ai/aegis/queue-manager.js

561 lines
17 KiB
JavaScript

var AEGIS = function(m)
{
// This takes the input queues and picks which items to fund with resources until no more resources are left to distribute.
//
// Currently this manager keeps accounts for each queue, split between the 4 main resources
//
// Each time resources are available (ie not in any account), it is split between the different queues
// Mostly based on priority of the queue, and existing needs.
// Each turn, the queue Manager checks if a queue can afford its next item, then it does.
//
// A consequence of the system it's not really revertible. Once a queue has an account of 500 food, it'll keep it
// If for some reason the AI stops getting new food, and this queue lacks, say, wood, no other queues will
// be able to benefit form the 500 food (even if they only needed food).
// This is not to annoying as long as all goes well. If the AI loses many workers, it starts being problematic.
//
// It also has the effect of making the AI more or less always sit on a few hundreds resources since most queues
// get some part of the total, and if all queues have 70% of their needs, nothing gets done
// Particularly noticeable when phasing: the AI often overshoots by a good 200/300 resources before starting.
//
// This system should be improved. It's probably not flexible enough.
m.QueueManager = function(Config, queues, priorities) {
this.Config = Config;
this.queues = queues;
this.priorities = priorities;
this.accounts = {};
// the sorting is updated on priority change.
var self = this;
this.queueArrays = [];
for (var p in this.queues) {
this.accounts[p] = new API3.Resources();
this.queueArrays.push([p,this.queues[p]]);
}
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
this.curItemQueue = [];
};
m.QueueManager.prototype.getAvailableResources = function(gameState, noAccounts) {
var resources = gameState.getResources();
if (noAccounts)
return resources;
for (var key in this.queues) {
resources.subtract(this.accounts[key]);
}
return resources;
};
m.QueueManager.prototype.getTotalAccountedResources = function(gameState) {
var resources = new API3.Resources();
for (var key in this.queues) {
resources.add(this.accounts[key]);
}
return resources;
};
m.QueueManager.prototype.currentNeeds = function(gameState) {
var needed = new API3.Resources();
//queueArrays because it's faster.
for (var i in this.queueArrays)
{
var name = this.queueArrays[i][0];
var queue = this.queueArrays[i][1];
if (queue.length() == 0 || !queue.queue[0].isGo(gameState))
continue;
// we need resource if the account is smaller than the cost
var costs = queue.queue[0].getCost();
for each (var ress in costs.types)
costs[ress] = Math.max(0, costs[ress] - this.accounts[name][ress]);
needed.add(costs);
}
return needed;
};
m.QueueManager.prototype.futureNeeds = function(gameState) {
var needs = new API3.Resources();
// get out current resources, not removing accounts.
var current = this.getAvailableResources(gameState, true);
//queueArrays because it's faster.
for (var i in this.queueArrays)
{
var name = this.queueArrays[i][0];
var queue = this.queueArrays[i][1];
for (var j = 0; j < queue.length(); ++j)
{
var costs = queue.queue[j].getCost();
if (!queue.queue[j].isGo(gameState))
costs.multiply(0.5);
needs.add(costs);
}
}
return {
"food" : Math.max(25 + needs.food - current.food, 10),
"wood" : Math.max(needs.wood - current.wood, 10),
"stone" : Math.max(needs.stone - current.stone, 0),
"metal" : Math.max(needs.metal - current.metal, 0)
};
};
// calculate the gather rates we'd want to be able to start all elements in our queues
// TODO: many things.
m.QueueManager.prototype.wantedGatherRates = function(gameState, shortTerm) {
// global rates
var rates = { "food" : 0, "wood" : 0, "stone" : 0, "metal" : 0 };
// per-queue.
var qTime = gameState.getTimeElapsed();
var time = gameState.getTimeElapsed();
var qCosts = { "food" : 0, "wood" : 0, "stone" : 0, "metal" : 0 };
var currentRess = this.getAvailableResources(gameState);
//queueArrays because it's faster.
for (var i in this.queueArrays)
{
qCosts = { "food" : 0, "wood" : 0, "stone" : 0, "metal" : 0 };
qTime = gameState.getTimeElapsed();
var name = this.queueArrays[i][0];
var queue = this.queueArrays[i][1];
// we'll move temporally along the queue.
for (var j = 0; j < queue.length(); ++j)
{
var elem = queue.queue[j];
var cost = elem.getCost();
var timeMultiplier = Math.max(1,(qTime-time)/25000);
if (shortTerm)
timeMultiplier += 0.8;
if (!elem.isGo(gameState))
{
// assume we'll be wanted in four minutes.
// TODO: work on this.
for (var type in qCosts)
qCosts[type] += cost[type] / timeMultiplier;
qTime += 240000;
break; // disregard other stuffs.
}
// Assume we want it in 30 seconds from current time.
// Costs are made higher based on priority and lower based on current time.
// TODO: work on this.
for (var type in qCosts)
{
if (cost[type] === 0)
continue;
qCosts[type] += (cost[type] + Math.min(cost[type],this.priorities[name])) / timeMultiplier;
}
qTime += 30000; // TODO: this needs a lot more work.
}
for (var j in qCosts)
{
qCosts[j] -= this.accounts[name][j];
var diff = Math.min(qCosts[j], currentRess[j]);
qCosts[j] -= diff;
currentRess[j] -= diff;
rates[j] += qCosts[j]/(qTime/1000);
}
}
return rates;
};
/*m.QueueManager.prototype.logNeeds = function(gameState) {
if (!this.totor)
{
this.totor = [];
this.currentGathR = [];
this.currentGathRWanted = [];
this.ressLev = [];
}
if (gameState.ai.playedTurn % 10 !== 0)
return;
var array = this.wantedGatherRates(gameState);
this.totor.push( array );
var currentRates = {};
for (var type in array)
currentRates[type] = 0;
for (var i in gameState.ai.HQ.baseManagers)
{
var base = gameState.ai.HQ.baseManagers[i];
for (var type in array)
{
base.gatherersByType(gameState,type).forEach (function (ent) { //}){
var worker = ent.getMetadata(PlayerID, "worker-object");
if (worker)
currentRates[type] += worker.getGatherRate(gameState);
});
}
}
this.currentGathR.push( currentRates );
var types = Object.keys(array);
types.sort(function(a, b) {
var va = (Math.max(0,array[a] - currentRates[a]))/ (currentRates[a]+1);
var vb = (Math.max(0,array[b] - currentRates[b]))/ (currentRates[b]+1);
if (va === vb)
return (array[b]/(currentRates[b]+1)) - (array[a]/(currentRates[a]+1));
return vb-va;
});
this.currentGathRWanted.push( types );
var rss = gameState.getResources();
this.ressLev.push( {"food" : rss["food"],"stone" : rss["stone"],"wood" : rss["wood"],"metal" : rss["metal"]} );
if (gameState.getTimeElapsed() > 20*60*1000 && !this.once)
{
this.once = true;
for (var j in array)
{
log (j + ";");
for (var i = 0; i < this.totor.length; ++i)
{
log (this.totor[i][j] + ";");
}
}
log();
for (var j in array)
{
log (j + ";");
for (var i = 0; i < this.totor.length; ++i)
{
log (this.currentGathR[i][j] + ";");
}
}
log();
for (var j in array)
{
log (j + ";");
for (var i = 0; i < this.totor.length; ++i)
{
log (this.currentGathRWanted[i].indexOf(j) + ";");
}
}
log();
for (var j in array)
{
log (j + ";");
for (var i = 0; i < this.totor.length; ++i)
{
log (this.ressLev[i][j] + ";");
}
}
}
};
*/
m.QueueManager.prototype.printQueues = function(gameState){
m.debug("QUEUES");
for (var i in this.queues){
var qStr = "";
var q = this.queues[i];
if (q.queue.length > 0)
m.debug((i + ":"));
for (var j in q.queue){
qStr = " " + q.queue[j].type + " ";
if (q.queue[j].number)
qStr += "x" + q.queue[j].number;
m.debug (qStr);
}
}
m.debug ("Accounts");
for (var p in this.accounts)
{
m.debug(p + ": " + uneval(this.accounts[p]));
}
m.debug("Needed Resources:" + uneval(this.futureNeeds(gameState,false)));
m.debug ("Wanted Gather Rates:" + uneval(this.wantedGatherRates(gameState)));
m.debug ("Current Resources:" + uneval(gameState.getResources()));
m.debug ("Available Resources:" + uneval(this.getAvailableResources(gameState)));
};
// nice readable HTML version.
m.QueueManager.prototype.HTMLprintQueues = function(gameState){
if (!m.DebugEnabled())
return;
var strToSend = [];
strToSend.push("<!DOCTYPE html PUBLIC \"-//W3C//DTD HTML 4.01//EN\"> <html> <head> <title>Aegis Queue Manager</title> <link rel=\"stylesheet\" href=\"table.css\"> </head> <body> <table> <caption>Aegis Build Order</caption> ");
for (var i in this.queues){
strToSend.push("<tr>");
var q = this.queues[i];
var str = "<th>" + i + " (" + this.priorities[i] + ")<br><span class=\"ressLevel\">";
for each (var k in this.accounts[i].types)
if(k != "population")
{
str += this.accounts[i][k] + k.substr(0,1).toUpperCase() ;
if (k != "metal") str += " / ";
}
strToSend.push(str + "</span></th>");
for (var j in q.queue) {
if (q.queue[j].isGo(gameState))
strToSend.push("<td>");
else
strToSend.push("<td class=\"NotGo\">");
var qStr = "";
if (q.queue[j].number)
qStr += q.queue[j].number + " ";
qStr += q.queue[j].type;
qStr += "<br><span class=\"ressLevel\">";
var costs = q.queue[j].getCost();
for each (var k in costs.types) {
qStr += costs[k] + k.substr(0,1).toUpperCase() ;
if (k != "metal") qStr += " / ";
}
qStr += "</span></td>";
strToSend.push(qStr);
}
strToSend.push("</tr>");
}
strToSend.push("</table>");
/*strToSend.push("<h3>Accounts</h3>");
for (var p in this.accounts)
{
strToSend.push("<p>" + p + ": " + uneval(this.accounts[p]) + " </p>");
}*/
strToSend.push("<p>Wanted Gather Rate:" + uneval(this.wantedGatherRates(gameState)) + "</p>");
strToSend.push("<p>Current Resources:" + uneval(gameState.getResources()) + "</p>");
strToSend.push("<p>Available Resources:" + uneval(this.getAvailableResources(gameState)) + "</p>");
strToSend.push("</body></html>");
for each (var logged in strToSend)
log(logged);
};
m.QueueManager.prototype.clear = function(){
this.curItemQueue = [];
for (var i in this.queues)
this.queues[i].empty();
};
m.QueueManager.prototype.update = function(gameState) {
var self = this;
for (var i in this.priorities){
if (!(this.priorities[i] > 0)){
this.priorities[i] = 1; // TODO: make the Queue Manager not die when priorities are zero.
warn("QueueManager received bad priorities, please report this error: " + uneval(this.priorities));
}
}
Engine.ProfileStart("Queue Manager");
// Let's assign resources to plans that need'em
var availableRes = this.getAvailableResources(gameState);
for (var ress in availableRes)
{
if (ress === "population")
continue;
if (availableRes[ress] > 0)
{
var totalPriority = 0;
var tempPrio = {};
var maxNeed = {};
// Okay so this is where it gets complicated.
// If a queue requires "ress" for the next elements (in the queue)
// And the account is not high enough for it.
// Then we add it to the total priority.
// To try and be clever, we don't want a long queue to hog all resources. So two things:
// -if a queue has enough of resource X for the 1st element, its priority is decreased (/2).
// -queues accounts are capped at "resources for the first + 80% of the next"
// This avoids getting a high priority queue with many elements hogging all of one resource
// uselessly while it awaits for other resources.
for (var j in this.queues) {
// returns exactly the correct amount, ie 0 if we're not go.
var queueCost = this.queues[j].maxAccountWanted(gameState);
if (this.queues[j].length() > 0 && this.accounts[j][ress] < queueCost[ress] && !this.queues[j].paused)
{
// check that we're not too forward in this resource compared to others.
/*var maxp = this.accounts[j][ress] / (queueCost[ress]+1);
var tooFull = false;
for (var tempRess in availableRes)
if (tempRess !== ress && queueCost[tempRess] > 0 && (this.accounts[j][tempRess] / (queueCost[tempRess]+1)) - maxp < -0.2)
tooFull = true;
if (tooFull)
continue;*/
// adding us to the list of queues that need an update.
tempPrio[j] = this.priorities[j];
maxNeed[j] = queueCost[ress] - this.accounts[j][ress];
// if we have enough of that resource for our first item in the queue, diminish our priority.
if (this.accounts[j][ress] >= this.queues[j].getNext().getCost()[ress])
tempPrio[j] /= 2;
if (tempPrio[j])
totalPriority += tempPrio[j];
}
else if (this.accounts[j][ress] > queueCost[ress])
{
this.accounts[j][ress] = queueCost[ress];
}
}
// Now we allow resources to the accounts. We can at most allow "TempPriority/totalpriority*available"
// But we'll sometimes allow less if that would overflow.
for (var j in tempPrio) {
// we'll add at much what can be allowed to this queue.
var toAdd = tempPrio[j]/totalPriority * availableRes[ress];
var maxAdd = Math.floor(Math.min(maxNeed[j], toAdd));
this.accounts[j][ress] += maxAdd;
}
} else {
// We have no available resources, see if we can't "compact" them in one queue.
// compare queues 2 by 2, and if one with a higher priority could be completed by our amount, give it.
// TODO: this isn't perfect compression.
for (var j in this.queues)
{
var queue = this.queues[j];
var queueCost = queue.maxAccountWanted(gameState);
if (this.queues[j].length() === 0 || this.queues[j].paused)
continue;
for (var i in this.queues)
{
if (i === j)
continue;
var otherQueue = this.queues[i];
if (this.priorities[i] >= this.priorities[j] || otherQueue.switched !== 0)
continue;
for (var ress in queueCost)
{
if (this.accounts[j][ress] >= queueCost[ress])
continue;
if (this.accounts[j][ress] + this.accounts[i][ress] >= queueCost[ress])
{
// we would be helped by it. Check if it's worth it.
for (var otherRess in queueCost)
if (otherRess !== ress && queueCost[otherRess] + 100 >= queueCost[ress])
continue;
var diff = Math.min(queueCost[ress] - this.accounts[j][ress],this.accounts[i][ress]);
this.accounts[j][ress] += diff;
this.accounts[i][ress] -= diff;
++otherQueue.switched;
//warn ("switching " + ress + " from " + i + " to " + j + " in amount " + diff);
}
}
}
}
}
}
Engine.ProfileStart("Pick items from queues");
//m.debug ("start");
//m.debug (uneval(this.accounts));
// Start the next item in the queue if we can afford it.
for (var i in this.queueArrays)
{
var name = this.queueArrays[i][0];
var queue = this.queueArrays[i][1];
if (queue.length() > 0 && !queue.paused)
{
var item = queue.getNext();
var total = new API3.Resources();
total.add(this.accounts[name]);
if (total.canAfford(item.getCost()))
{
if (item.canStart(gameState))
{
this.accounts[name].subtract(item.getCost());
queue.startNext(gameState);
otherQueue.switched = 0;
}
}
} else if (queue.length() === 0) {
this.accounts[name].reset();
otherQueue.switched = 0;
}
}
//m.debug (uneval(this.accounts));
Engine.ProfileStop();
if (gameState.ai.playedTurn % 15 === 2)
this.HTMLprintQueues(gameState);
Engine.ProfileStop();
};
m.QueueManager.prototype.pauseQueue = function(queue, scrapAccounts) {
if (this.queues[queue])
{
this.queues[queue].paused = true;
if (scrapAccounts)
this.accounts[queue].reset();
}
}
m.QueueManager.prototype.unpauseQueue = function(queue) {
if (this.queues[queue])
this.queues[queue].paused = false;
}
m.QueueManager.prototype.pauseAll = function(scrapAccounts, but) {
for (var p in this.queues)
if (p != but)
{
if (scrapAccounts)
this.accounts[p].reset();
this.queues[p].paused = true;
}
}
m.QueueManager.prototype.unpauseAll = function(but) {
for (var p in this.queues)
if (p != but)
this.queues[p].paused = false;
}
m.QueueManager.prototype.addQueue = function(queueName, priority) {
if (this.queues[queueName] == undefined) {
this.queues[queueName] = new m.Queue();
this.priorities[queueName] = priority;
this.accounts[queueName] = new API3.Resources();
var self = this;
this.queueArrays = [];
for (var p in this.queues)
this.queueArrays.push([p,this.queues[p]]);
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
}
}
m.QueueManager.prototype.removeQueue = function(queueName) {
if (this.queues[queueName] !== undefined) {
if ( this.curItemQueue.indexOf(queueName) !== -1) {
this.curItemQueue.splice(this.curItemQueue.indexOf(queueName),1);
}
delete this.queues[queueName];
delete this.priorities[queueName];
delete this.accounts[queueName];
var self = this;
this.queueArrays = [];
for (var p in this.queues)
this.queueArrays.push([p,this.queues[p]]);
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
}
}
m.QueueManager.prototype.changePriority = function(queueName, newPriority) {
var self = this;
if (this.queues[queueName] !== undefined)
this.priorities[queueName] = newPriority;
this.queueArrays = [];
for (var p in this.queues)
this.queueArrays.push([p,this.queues[p]]);
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
}
return m;
}(AEGIS);