forked from 0ad/0ad
831 lines
28 KiB
JavaScript
831 lines
28 KiB
JavaScript
var PETRA = function(m)
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{
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/**
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* This class makes a worker do as instructed by the economy manager
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*/
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m.Worker = function(base)
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{
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this.ent = undefined;
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this.base = base
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this.baseID = base.ID;
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};
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m.Worker.prototype.update = function(ent, gameState)
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{
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if (!ent.position() || ent.getMetadata(PlayerID, "plan") === -2 || ent.getMetadata(PlayerID, "plan") === -3)
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return;
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// If we are waiting for a transport or we are sailing, just wait
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if (ent.getMetadata(PlayerID, "transport") !== undefined)
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return;
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this.ent = ent;
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// base 0 for unassigned entities has no accessIndex, so take the one from the entity
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if (this.baseID === gameState.ai.HQ.baseManagers[0].ID)
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this.accessIndex = gameState.ai.accessibility.getAccessValue(ent.position());
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else
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this.accessIndex = this.base.accessIndex;
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var subrole = this.ent.getMetadata(PlayerID, "subrole");
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// Check for inaccessible targets (in RMS maps, we quite often have chicken or bushes inside obstruction of other entities).
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if (ent.unitAIState() === "INDIVIDUAL.GATHER.APPROACHING" || ent.unitAIState() === "INDIVIDUAL.COMBAT.APPROACHING")
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if (this.isInaccessibleSupply(gameState) && ((subrole === "hunter" && !this.startHunting(gameState))
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|| (subrole === "gatherer" && !this.startGathering(gameState))))
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this.ent.stopMoving();
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// If we're fighting or hunting, let's not start gathering
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if (ent.unitAIState().split(".")[1] === "COMBAT")
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return;
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// Okay so we have a few tasks.
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// If we're gathering, we'll check that we haven't run idle.
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// And we'll also check that we're gathering a resource we want to gather.
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if (subrole === "gatherer")
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{
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if (this.ent.isIdle())
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{
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// if we aren't storing resources or it's the same type as what we're about to gather,
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// let's just pick a new resource.
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// TODO if we already carry the max we can -> returnresources
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if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0 ||
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this.ent.resourceCarrying()[0].type === this.ent.getMetadata(PlayerID, "gather-type"))
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{
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this.startGathering(gameState);
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}
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else if (!m.returnResources(this.ent, gameState)) // try to deposit resources
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{
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// no dropsite, abandon old resources and start gathering new ones
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this.startGathering(gameState);
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}
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}
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else if (this.ent.unitAIState().split(".")[1] === "GATHER")
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{
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// we're already gathering. But let's check if there is nothing better
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// in case UnitAI did something bad
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if (this.ent.unitAIOrderData().length)
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{
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var supplyId = this.ent.unitAIOrderData()[0]["target"];
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var supply = gameState.getEntityById(supplyId);
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if (supply && !supply.hasClass("Field") && !supply.hasClass("Animal")
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&& supplyId !== this.ent.getMetadata(PlayerID, "supply"))
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{
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var nbGatherers = supply.resourceSupplyGatherers().length
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+ m.GetTCGatherer(gameState, supplyId);
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if ((nbGatherers > 0 && supply.resourceSupplyAmount()/nbGatherers < 40))
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{
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m.RemoveTCGatherer(gameState, supplyId);
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this.startGathering(gameState);
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}
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else
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{
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var gatherType = this.ent.getMetadata(PlayerID, "gather-type");
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var nearby = this.base.dropsiteSupplies[gatherType]["nearby"];
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var isNearby = nearby.some(function(sup) {
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if (sup.id === supplyId)
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return true;
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return false;
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});
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if (nearby.length === 0 || isNearby)
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this.ent.setMetadata(PlayerID, "supply", supplyId);
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else
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{
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m.RemoveTCGatherer(gameState, supplyId);
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this.startGathering(gameState);
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}
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}
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}
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}
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}
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else if (this.ent.unitAIState() === "INDIVIDUAL.RETURNRESOURCE.APPROACHING"
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&& gameState.ai.playedTurn % 10 === 0)
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{
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// Check from time to time that UnitAI does not send us to an inaccessible dropsite
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var dropsite = gameState.getEntityById(this.ent.unitAIOrderData()[0]["target"]);
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if (dropsite && dropsite.position())
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{
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var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
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var goalAccess = dropsite.getMetadata(PlayerID, "access");
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if (!goalAccess || dropsite.hasClass("Elephant"))
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{
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goalAccess = gameState.ai.accessibility.getAccessValue(dropsite.position());
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dropsite.setMetadata(PlayerID, "access", goalAccess);
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}
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if (access !== goalAccess)
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m.returnResources(this.ent, gameState);
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}
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}
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}
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else if (subrole === "builder")
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{
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if (this.ent.unitAIState().split(".")[1] === "REPAIR")
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return;
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// okay so apparently we aren't working.
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// Unless we've been explicitely told to keep our role, make us idle.
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var target = gameState.getEntityById(this.ent.getMetadata(PlayerID, "target-foundation"));
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if (!target || (target.foundationProgress() === undefined && target.needsRepair() === false))
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{
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this.ent.setMetadata(PlayerID, "subrole", "idle");
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this.ent.setMetadata(PlayerID, "target-foundation", undefined);
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// If worker elephant, move away to avoid being trapped in between constructions
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if (this.ent.hasClass("Elephant"))
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this.moveAway(gameState);
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}
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else
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{
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var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
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var goalAccess = target.getMetadata(PlayerID, "access");
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if (!goalAccess)
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{
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goalAccess = gameState.ai.accessibility.getAccessValue(target.position());
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target.setMetadata(PlayerID, "access", goalAccess);
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}
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if (access === goalAccess)
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this.ent.repair(target);
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else
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gameState.ai.HQ.navalManager.requireTransport(gameState, this.ent, access, goalAccess, target.position());
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}
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}
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else if (subrole === "hunter")
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{
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var lastHuntSearch = this.ent.getMetadata(PlayerID, "lastHuntSearch");
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if (this.ent.isIdle() && (!lastHuntSearch || (gameState.ai.elapsedTime - lastHuntSearch) > 20))
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{
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if (!this.startHunting(gameState))
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{
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// nothing to hunt around. Try another region if any
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var nowhereToHunt = true;
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for (var base of 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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var basePos = base.anchor.position();
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if (this.startHunting(gameState, basePos))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
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if (base.accessIndex === access)
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this.ent.move(basePos[0], basePos[1]);
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else
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gameState.ai.HQ.navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, basePos);
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nowhereToHunt = false;
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break;
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}
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}
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if (nowhereToHunt)
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this.ent.setMetadata(PlayerID, "lastHuntSearch", gameState.ai.elapsedTime);
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}
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}
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else // Perform some sanity checks
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{
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if (this.ent.unitAIState().split(".")[1] === "GATHER"
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|| this.ent.unitAIState().split(".")[1] === "RETURNRESOURCE")
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{
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// we may have drifted towards ennemy territory during the hunt, if yes go home
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var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(this.ent.position());
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if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
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this.startHunting(gameState);
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else if (this.ent.unitAIState() === "INDIVIDUAL.RETURNRESOURCE.APPROACHING")
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{
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// Check that UnitAI does not send us to an inaccessible dropsite
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var dropsite = gameState.getEntityById(this.ent.unitAIOrderData()[0]["target"]);
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if (dropsite && dropsite.position())
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{
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var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
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var goalAccess = dropsite.getMetadata(PlayerID, "access");
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if (!goalAccess || dropsite.hasClass("Elephant"))
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{
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goalAccess = gameState.ai.accessibility.getAccessValue(dropsite.position());
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dropsite.setMetadata(PlayerID, "access", goalAccess);
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}
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if (access !== goalAccess)
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m.returnResources(this.ent, gameState);
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}
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}
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}
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}
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}
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else if (subrole === "fisher")
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{
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if (this.ent.isIdle())
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this.startFishing(gameState);
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else // if we have drifted towards ennemy territory during the fishing, go home
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{
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var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(this.ent.position());
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if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
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this.startFishing(gameState);
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}
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}
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};
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m.Worker.prototype.startGathering = function(gameState)
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{
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var self = this;
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var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
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// First look for possible treasure if any
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if (this.gatherTreasure(gameState))
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return true;
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var resource = this.ent.getMetadata(PlayerID, "gather-type");
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// If we are gathering food, try to hunt first
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if (resource === "food" && this.startHunting(gameState))
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return true;
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var findSupply = function(ent, supplies) {
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var ret = false;
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for (let i = 0; i < supplies.length; ++i)
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{
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// exhausted resource, remove it from this list
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if (!supplies[i].ent || !gameState.getEntityById(supplies[i].id))
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{
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supplies.splice(i--, 1);
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continue;
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}
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if (m.IsSupplyFull(gameState, supplies[i].ent) === true)
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continue;
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let inaccessibleTime = supplies[i].ent.getMetadata(PlayerID, "inaccessibleTime");
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if (inaccessibleTime && gameState.ai.elapsedTime < inaccessibleTime)
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continue;
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// check if available resource is worth one additionnal gatherer (except for farms)
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var nbGatherers = supplies[i].ent.resourceSupplyGatherers().length
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+ m.GetTCGatherer(gameState, supplies[i].id);
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if (supplies[i].ent.resourceSupplyType()["specific"] !== "grain"
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&& nbGatherers > 0 && supplies[i].ent.resourceSupplyAmount()/(1+nbGatherers) < 40)
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continue;
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// not in ennemy territory
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var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(supplies[i].ent.position());
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if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
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continue;
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m.AddTCGatherer(gameState, supplies[i].id);
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ent.setMetadata(PlayerID, "supply", supplies[i].id);
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ret = supplies[i].ent;
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break;
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}
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return ret;
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};
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var navalManager = gameState.ai.HQ.navalManager;
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var supply;
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// first look in our own base if accessible from our present position
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if (this.accessIndex === access)
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{
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if ((supply = findSupply(this.ent, this.base.dropsiteSupplies[resource]["nearby"])))
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{
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this.ent.gather(supply);
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return true;
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}
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// --> for food, try to gather from fields if any, otherwise build one if any
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if (resource === "food")
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{
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if ((supply = this.gatherNearestField(gameState, this.baseID)))
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{
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this.ent.gather(supply);
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return true;
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}
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else if ((supply = this.buildAnyField(gameState, this.baseID)))
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{
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this.ent.repair(supply);
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return true;
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}
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}
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if ((supply = findSupply(this.ent, this.base.dropsiteSupplies[resource]["medium"])))
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{
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this.ent.gather(supply);
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return true;
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}
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}
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// So if we're here we have checked our whole base for a proper resource (or it was not accessible)
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// --> check other bases directly accessible
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.ID === this.baseID)
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continue;
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if (base.accessIndex !== access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["nearby"])))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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this.ent.gather(supply);
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return true;
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}
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}
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if (resource === "food") // --> for food, try to gather from fields if any, otherwise build one if any
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{
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.ID === this.baseID)
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continue;
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if (base.accessIndex !== access)
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continue;
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if ((supply = this.gatherNearestField(gameState, base.ID)))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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this.ent.gather(supply);
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return true;
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}
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if ((supply = this.buildAnyField(gameState, base.ID)))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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this.ent.repair(supply);
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return true;
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}
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}
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}
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.ID === this.baseID)
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continue;
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if (base.accessIndex !== access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["medium"])))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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this.ent.gather(supply);
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return true;
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}
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}
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// Okay may-be we haven't found any appropriate dropsite anywhere.
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// Try to help building one if any accessible foundation available
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var foundations = gameState.getOwnFoundations().toEntityArray();
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var shouldBuild = foundations.some(function(foundation) {
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if (!foundation || foundation.getMetadata(PlayerID, "access") !== access)
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return false;
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if (foundation.resourceDropsiteTypes() && foundation.resourceDropsiteTypes().indexOf(resource) !== -1)
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{
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if (foundation.getMetadata(PlayerID, "base") !== self.baseID)
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self.ent.setMetadata(PlayerID, "base", foundation.getMetadata(PlayerID, "base"));
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self.ent.setMetadata(PlayerID, "target-foundation", foundation.id());
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self.ent.repair(foundation);
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return true;
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}
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return false;
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});
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if (shouldBuild)
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return true;
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// Still nothing ... try bases which need a transport
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.accessIndex === access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["nearby"])))
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{
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if (base.ID !== this.baseID)
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this.ent.setMetadata(PlayerID, "base", base.ID);
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navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
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return true;
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}
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}
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if (resource === "food") // --> for food, try to gather from fields if any, otherwise build one if any
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{
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.accessIndex === access)
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continue;
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if ((supply = this.gatherNearestField(gameState, base.ID)))
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{
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if (base.ID !== this.baseID)
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this.ent.setMetadata(PlayerID, "base", base.ID);
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navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
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return true;
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}
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if ((supply = this.buildAnyField(gameState, base.ID)))
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{
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if (base.ID !== this.baseID)
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this.ent.setMetadata(PlayerID, "base", base.ID);
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navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
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return true;
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}
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}
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}
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.accessIndex === access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["medium"])))
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{
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if (base.ID !== this.baseID)
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this.ent.setMetadata(PlayerID, "base", base.ID);
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navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
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return true;
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}
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}
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// Okay so we haven't found any appropriate dropsite anywhere.
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// Try to help building one if any non-accessible foundation available
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var shouldBuild = foundations.some(function(foundation) {
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if (!foundation || foundation.getMetadata(PlayerID, "access") === access)
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return false;
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if (foundation.resourceDropsiteTypes() && foundation.resourceDropsiteTypes().indexOf(resource) !== -1)
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{
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if (foundation.getMetadata(PlayerID, "base") !== self.baseID)
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self.ent.setMetadata(PlayerID, "base", foundation.getMetadata(PlayerID, "base"));
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self.ent.setMetadata(PlayerID, "target-foundation", foundation.id());
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navalManager.requireTransport(gameState, self.ent, access, base.accessIndex, foundation.position());
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return true;
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}
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return false;
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});
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if (shouldBuild)
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return true;
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// Still nothing, we look now for faraway resources, first in the accessible ones, then in the others
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if (this.accessIndex === access)
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{
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if ((supply = findSupply(this.ent, this.base.dropsiteSupplies[resource]["faraway"])))
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{
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this.ent.gather(supply);
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return true;
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}
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}
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.ID === this.baseID)
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continue;
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if (base.accessIndex !== access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["faraway"])))
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{
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this.ent.setMetadata(PlayerID, "base", base.ID);
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this.ent.gather(supply);
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return true;
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}
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}
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for (var base of gameState.ai.HQ.baseManagers)
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{
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if (base.accessIndex === access)
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continue;
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if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["faraway"])))
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{
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if (base.ID !== this.baseID)
|
|
this.ent.setMetadata(PlayerID, "base", base.ID);
|
|
navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// If we are here, we have nothing left to gather ... certainly no more resources of this type
|
|
gameState.ai.HQ.lastFailedGather[resource] = gameState.ai.elapsedTime;
|
|
if (gameState.ai.Config.debug > 2)
|
|
warn(" >>>>> worker with gather-type " + resource + " with nothing to gather ");
|
|
this.ent.setMetadata(PlayerID, "subrole", "idle");
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* if position is given, we only check if we could hunt from this position but do nothing
|
|
* otherwise the position of the entity is taken, and if something is found, we directly start the hunt
|
|
*/
|
|
m.Worker.prototype.startHunting = function(gameState, position)
|
|
{
|
|
// First look for possible treasure if any
|
|
if (!position && this.gatherTreasure(gameState))
|
|
return true;
|
|
|
|
var resources = gameState.getHuntableSupplies();
|
|
if (resources.length === 0)
|
|
return false;
|
|
|
|
if (position)
|
|
var entPosition = position;
|
|
else
|
|
var entPosition = this.ent.position();
|
|
|
|
var nearestSupplyDist = Math.min();
|
|
var nearestSupply = undefined;
|
|
|
|
var isCavalry = this.ent.hasClass("Cavalry");
|
|
var isRanged = this.ent.hasClass("Ranged");
|
|
var foodDropsites = gameState.getOwnDropsites("food");
|
|
var access = gameState.ai.accessibility.getAccessValue(entPosition);
|
|
|
|
var nearestDropsiteDist = function(supply) {
|
|
var distMin = 1000000;
|
|
var pos = supply.position();
|
|
foodDropsites.forEach(function (dropsite) {
|
|
if (!dropsite.position() || dropsite.getMetadata(PlayerID, "access") !== access)
|
|
return;
|
|
var dist = API3.SquareVectorDistance(pos, dropsite.position());
|
|
if (dist < distMin)
|
|
distMin = dist;
|
|
});
|
|
return distMin;
|
|
};
|
|
|
|
resources.forEach(function(supply)
|
|
{
|
|
if (!supply.position())
|
|
return;
|
|
|
|
let inaccessibleTime = supply.getMetadata(PlayerID, "inaccessibleTime");
|
|
if (inaccessibleTime && gameState.ai.elapsedTime < inaccessibleTime)
|
|
return;
|
|
|
|
if (m.IsSupplyFull(gameState, supply) === true)
|
|
return;
|
|
// check if available resource is worth one additionnal gatherer (except for farms)
|
|
var nbGatherers = supply.resourceSupplyGatherers().length
|
|
+ m.GetTCGatherer(gameState, supply.id());
|
|
if (nbGatherers > 0 && supply.resourceSupplyAmount()/(1+nbGatherers) < 40)
|
|
return;
|
|
|
|
// Only cavalry and range units should hunt fleeing animals
|
|
if (!supply.hasClass("Domestic") && !isCavalry && !isRanged)
|
|
return;
|
|
|
|
// quickscope accessbility check
|
|
if (!gameState.ai.accessibility.pathAvailable(gameState, entPosition, supply.position(), false, true))
|
|
return;
|
|
|
|
var supplyAccess = gameState.ai.accessibility.getAccessValue(supply.position());
|
|
if (supplyAccess !== access)
|
|
return;
|
|
|
|
// measure the distance to the resource
|
|
var dist = API3.SquareVectorDistance(entPosition, supply.position());
|
|
// Only cavalry should hunt faraway
|
|
if (!isCavalry && dist > 25000)
|
|
return;
|
|
|
|
// Avoid ennemy territory
|
|
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(supply.position());
|
|
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
|
|
return;
|
|
|
|
var dropsiteDist = nearestDropsiteDist(supply);
|
|
if (dropsiteDist > 35000)
|
|
return;
|
|
// Only cavalry should hunt far from dropsite (specially for non domestic animals which flee)
|
|
if (!isCavalry && (dropsiteDist > 10000 || ((dropsiteDist > 7000 || territoryOwner == 0 ) && !supply.hasClass("Domestic"))))
|
|
return;
|
|
|
|
if (dist < nearestSupplyDist)
|
|
{
|
|
nearestSupplyDist = dist;
|
|
nearestSupply = supply;
|
|
}
|
|
});
|
|
|
|
if (nearestSupply)
|
|
{
|
|
if (position)
|
|
return true;
|
|
m.AddTCGatherer(gameState, nearestSupply.id());
|
|
this.ent.gather(nearestSupply);
|
|
this.ent.setMetadata(PlayerID, "supply", nearestSupply.id());
|
|
this.ent.setMetadata(PlayerID, "target-foundation", undefined);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
m.Worker.prototype.startFishing = function(gameState)
|
|
{
|
|
if (!this.ent.position())
|
|
return false;
|
|
|
|
// So here we're doing it basic. We check what we can hunt, we hunt it. No fancies.
|
|
|
|
var resources = gameState.getFishableSupplies();
|
|
if (resources.length === 0)
|
|
{
|
|
gameState.ai.HQ.navalManager.resetFishingBoats(gameState);
|
|
this.ent.destroy();
|
|
return false;
|
|
}
|
|
|
|
var nearestSupplyDist = Math.min();
|
|
var nearestSupply = undefined;
|
|
|
|
var entPosition = this.ent.position();
|
|
var fisherSea = this.ent.getMetadata(PlayerID, "sea");
|
|
var docks = gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Dock"), API3.Filters.not(API3.Filters.isFoundation())));
|
|
|
|
var nearestDropsiteDist = function(supply) {
|
|
var distMin = 1000000;
|
|
var pos = supply.position();
|
|
docks.forEach(function (dock) {
|
|
if (!dock.position() || dock.getMetadata(PlayerID, "sea") !== fisherSea)
|
|
return;
|
|
var dist = API3.SquareVectorDistance(pos, dock.position());
|
|
if (dist < distMin)
|
|
distMin = dist;
|
|
});
|
|
return distMin;
|
|
};
|
|
|
|
resources.forEach(function(supply)
|
|
{
|
|
if (!supply.position())
|
|
return;
|
|
|
|
if (m.IsSupplyFull(gameState, supply) === true)
|
|
return;
|
|
// check if available resource is worth one additionnal gatherer (except for farms)
|
|
var nbGatherers = supply.resourceSupplyGatherers().length
|
|
+ m.GetTCGatherer(gameState, supply.id());
|
|
if (nbGatherers > 0 && supply.resourceSupplyAmount()/(1+nbGatherers) < 40)
|
|
return;
|
|
|
|
// check that it is accessible
|
|
if (!supply.getMetadata(PlayerID, "sea"))
|
|
supply.setMetadata(PlayerID, "sea", gameState.ai.accessibility.getAccessValue(supply.position(), true));
|
|
if (supply.getMetadata(PlayerID, "sea") !== fisherSea)
|
|
return;
|
|
|
|
// measure the distance to the resource
|
|
var dist = API3.SquareVectorDistance(entPosition, supply.position());
|
|
if (dist > 40000)
|
|
return;
|
|
|
|
// Avoid ennemy territory
|
|
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(supply.position());
|
|
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
|
|
return;
|
|
|
|
var dropsiteDist = nearestDropsiteDist(supply);
|
|
if (dropsiteDist > 35000)
|
|
return;
|
|
|
|
if (dist < nearestSupplyDist)
|
|
{
|
|
nearestSupplyDist = dist;
|
|
nearestSupply = supply;
|
|
}
|
|
});
|
|
|
|
if (nearestSupply)
|
|
{
|
|
m.AddTCGatherer(gameState, nearestSupply.id());
|
|
this.ent.gather(nearestSupply);
|
|
this.ent.setMetadata(PlayerID, "supply", nearestSupply.id());
|
|
this.ent.setMetadata(PlayerID, "target-foundation", undefined);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (this.ent.getMetadata(PlayerID,"subrole") === "fisher")
|
|
this.ent.setMetadata(PlayerID, "subrole", "idle");
|
|
return false;
|
|
}
|
|
};
|
|
|
|
m.Worker.prototype.gatherNearestField = function(gameState, baseID)
|
|
{
|
|
var ownFields = gameState.getOwnEntitiesByType(gameState.applyCiv("structures/{civ}_field"), true).filter(API3.Filters.byMetadata(PlayerID, "base", baseID));
|
|
var bestFarmEnt = false;
|
|
var bestFarmDist = 10000000;
|
|
|
|
for (var field of ownFields.values())
|
|
{
|
|
if (m.IsSupplyFull(gameState, field) === true)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(field.position(), this.ent.position());
|
|
if (dist < bestFarmDist)
|
|
{
|
|
bestFarmEnt = field;
|
|
bestFarmDist = dist;
|
|
}
|
|
}
|
|
if (bestFarmEnt)
|
|
{
|
|
m.AddTCGatherer(gameState, bestFarmEnt.id());
|
|
this.ent.setMetadata(PlayerID, "supply", bestFarmEnt.id());
|
|
}
|
|
return bestFarmEnt;
|
|
};
|
|
|
|
/**
|
|
* WARNING with the present options of AI orders, the unit will not gather after building the farm.
|
|
* This is done by calling the gatherNearestField function when construction is completed.
|
|
*/
|
|
m.Worker.prototype.buildAnyField = function(gameState, baseID)
|
|
{
|
|
var baseFoundations = gameState.getOwnFoundations().filter(API3.Filters.byMetadata(PlayerID, "base", baseID));
|
|
var maxGatherers = gameState.getTemplate(gameState.applyCiv("structures/{civ}_field")).maxGatherers();
|
|
var bestFarmEnt = false;
|
|
var bestFarmDist = 10000000;
|
|
var pos = this.ent.position();
|
|
for (var found of baseFoundations.values())
|
|
{
|
|
if (!found.hasClass("Field"))
|
|
continue;
|
|
var current = found.getBuildersNb();
|
|
if (current === undefined || current >= maxGatherers)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(found.position(), pos);
|
|
if (dist > bestFarmDist)
|
|
continue;
|
|
bestFarmEnt = found;
|
|
bestFarmDist = dist;
|
|
}
|
|
return bestFarmEnt;
|
|
};
|
|
|
|
/**
|
|
* Look for some treasure to gather
|
|
*/
|
|
m.Worker.prototype.gatherTreasure = function(gameState)
|
|
{
|
|
var rates = this.ent.resourceGatherRates();
|
|
if (!rates || !rates["treasure"] || rates["treasure"] <= 0)
|
|
return false;
|
|
var treasureFound = undefined;
|
|
var distmin = Math.min();
|
|
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
|
|
for (var treasure of gameState.ai.HQ.treasures.values())
|
|
{
|
|
// let some time for the previous gatherer to reach the treasure befor trying again
|
|
var lastGathered = treasure.getMetadata(PlayerID, "lastGathered");
|
|
if (lastGathered && gameState.ai.elapsedTime - lastGathered < 20)
|
|
continue;
|
|
var treasureAccess = treasure.getMetadata(PlayerID, "access");
|
|
if (!treasureAccess)
|
|
{
|
|
treasureAccess = gameState.ai.accessibility.getAccessValue(treasure.position());
|
|
treasure.setMetadata(PlayerID, "access", treasureAccess);
|
|
}
|
|
if (treasureAccess !== access)
|
|
continue;
|
|
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(treasure.position());
|
|
if (territoryOwner !== 0 && !gameState.isPlayerAlly(territoryOwner))
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(this.ent.position(), treasure.position());
|
|
if (territoryOwner !== PlayerID && dist > 14000) // AI has no LOS, so restrict it a bit
|
|
continue;
|
|
if (dist > distmin)
|
|
continue;
|
|
distmin = dist;
|
|
treasureFound = treasure;
|
|
}
|
|
if (!treasureFound)
|
|
return false;
|
|
treasureFound.setMetadata(PlayerID, "lastGathered", gameState.ai.elapsedTime);
|
|
this.ent.gather(treasureFound);
|
|
m.AddTCGatherer(gameState, treasureFound.id());
|
|
this.ent.setMetadata(PlayerID, "supply", treasureFound.id());
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Workers elephant should move away from the buildings they've built to avoid being trapped in between constructions
|
|
* For the time being, we move towards the nearest gatherer (providing him a dropsite)
|
|
*/
|
|
m.Worker.prototype.moveAway = function(gameState)
|
|
{
|
|
var gatherers = this.base.workersBySubrole(gameState, "gatherer");
|
|
var pos = this.ent.position();
|
|
var dist = Math.min();
|
|
var destination = pos;
|
|
for (var gatherer of gatherers.values())
|
|
{
|
|
if (!gatherer.position() || gatherer.getMetadata(PlayerID, "transport") !== undefined)
|
|
continue;
|
|
if (gatherer.isIdle())
|
|
continue;
|
|
var distance = API3.SquareVectorDistance(pos, gatherer.position());
|
|
if (distance > dist)
|
|
continue;
|
|
dist = distance;
|
|
destination = gatherer.position();
|
|
}
|
|
this.ent.move(destination[0], destination[1]);
|
|
};
|
|
|
|
// Check accessibility of the target when in approach (in RMS maps, we quite often have chicken or bushes
|
|
// inside obstruction of other entities). The resource will be flagged as inaccessible during 10 mn (in case
|
|
// it will be cleared later).
|
|
m.Worker.prototype.isInaccessibleSupply = function(gameState)
|
|
{
|
|
if (!this.ent.unitAIOrderData()[0] || !this.ent.unitAIOrderData()[0]["target"])
|
|
return false;
|
|
let approachingTime = this.ent.getMetadata(PlayerID, "approachingTime");
|
|
if (!approachingTime || gameState.ai.elapsedTime - approachingTime > 5)
|
|
{
|
|
let presentPos = this.ent.position();
|
|
let approachingPos = this.ent.getMetadata(PlayerID, "approachingPos");
|
|
if (!approachingPos || approachingPos[0] != presentPos[0] || approachingPos[1] != presentPos[1])
|
|
{
|
|
this.ent.setMetadata(PlayerID, "approachingTime", gameState.ai.elapsedTime);
|
|
this.ent.setMetadata(PlayerID, "approachingPos", presentPos);
|
|
}
|
|
else if (gameState.ai.elapsedTime - approachingTime > 15)
|
|
{
|
|
let targetId = this.ent.unitAIOrderData()[0]["target"];
|
|
let target = gameState.getEntityById(targetId);
|
|
if (target)
|
|
target.setMetadata(PlayerID, "inaccessibleTime", gameState.ai.elapsedTime + 600);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
return m;
|
|
}(PETRA);
|