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

814 lines
27 KiB
JavaScript

var PETRA = function(m)
{
/**
* This class makes a worker do as instructed by the economy manager
*/
m.Worker = function(ent)
{
this.ent = ent;
this.baseID = 0;
};
m.Worker.prototype.update = function(baseManager, gameState)
{
if (!this.ent.position() || this.ent.getMetadata(PlayerID, "plan") === -2 || this.ent.getMetadata(PlayerID, "plan") === -3)
return;
// If we are waiting for a transport or we are sailing, just wait
if (this.ent.getMetadata(PlayerID, "transport") !== undefined)
return;
// If we're fighting or hunting, let's not start gathering
if (this.ent.unitAIState().split(".")[1] === "COMBAT")
return;
// Okay so we have a few tasks.
// If we're gathering, we'll check that we haven't run idle.
// And we'll also check that we're gathering a resource we want to gather.
this.baseID = baseManager.ID;
var subrole = this.ent.getMetadata(PlayerID, "subrole");
if (subrole === "gatherer")
{
if (this.ent.isIdle())
{
// if we aren't storing resources or it's the same type as what we're about to gather,
// let's just pick a new resource.
// TODO if we already carry the max we can -> returnresources
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0 ||
this.ent.resourceCarrying()[0].type === this.ent.getMetadata(PlayerID, "gather-type"))
{
this.startGathering(gameState, baseManager);
}
else if (!this.returnResources(gameState)) // try to deposit resources
{
// no dropsite, abandon old resources and start gathering new ones
this.startGathering(gameState, baseManager);
}
}
else if (this.ent.unitAIState().split(".")[1] === "GATHER")
{
// we're already gathering. But let's check from time to time if there is nothing better
// in case UnitAI did something bad
if (this.ent.unitAIOrderData().length)
{
var supplyId = this.ent.unitAIOrderData()[0]["target"];
var supply = gameState.getEntityById(supplyId);
if (supply && !supply.hasClass("Field") && !supply.hasClass("Animal")
&& supplyId !== this.ent.getMetadata(PlayerID, "supply"))
{
var nbGatherers = supply.resourceSupplyGatherers().length
+ m.GetTCGatherer(gameState, supplyId);
if ((nbGatherers > 0 && supply.resourceSupplyAmount()/nbGatherers < 40))
{
m.RemoveTCGatherer(gameState, supplyId);
this.startGathering(gameState, baseManager);
}
else
{
var gatherType = this.ent.getMetadata(PlayerID, "gather-type");
var nearby = baseManager.dropsiteSupplies[gatherType]["nearby"];
var isNearby = nearby.some(function(sup) {
if (sup.id === supplyId)
return true;
return false;
});
if (nearby.length === 0 || isNearby)
this.ent.setMetadata(PlayerID, "supply", supplyId);
else
{
m.RemoveTCGatherer(gameState, supplyId);
this.startGathering(gameState, baseManager);
}
}
}
}
}
else if (this.ent.unitAIState() === "INDIVIDUAL.RETURNRESOURCE.APPROACHING"
&& gameState.ai.playedTurn % 10 === 0)
{
// Check from time to time that UnitAI does not send us to an inaccessible dropsite
var dropsite = gameState.getEntityById(this.ent.unitAIOrderData()[0]["target"]);
if (dropsite && dropsite.position())
{
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
var goalAccess = dropsite.getMetadata(PlayerID, "access");
if (!goalAccess || dropsite.hasClass("Elephant"))
{
goalAccess = gameState.ai.accessibility.getAccessValue(dropsite.position());
dropsite.setMetadata(PlayerID, "access", goalAccess);
}
if (access !== goalAccess)
this.returnResources(gameState);
}
}
}
else if (subrole === "builder")
{
if (this.ent.unitAIState().split(".")[1] === "REPAIR")
return;
// okay so apparently we aren't working.
// Unless we've been explicitely told to keep our role, make us idle.
var target = gameState.getEntityById(this.ent.getMetadata(PlayerID, "target-foundation"));
if (!target || (target.foundationProgress() === undefined && target.needsRepair() === false))
{
this.ent.setMetadata(PlayerID, "subrole", "idle");
this.ent.setMetadata(PlayerID, "target-foundation", undefined);
// If worker elephant, move away to avoid being trapped in between constructions
if (this.ent.hasClass("Elephant"))
this.moveAway(baseManager, gameState);
}
else
{
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
var goalAccess = target.getMetadata(PlayerID, "access");
if (!goalAccess)
{
goalAccess = gameState.ai.accessibility.getAccessValue(target.position());
target.setMetadata(PlayerID, "access", goalAccess);
}
if (access === goalAccess)
this.ent.repair(target);
else
gameState.ai.HQ.navalManager.requireTransport(gameState, this.ent, access, goalAccess, target.position());
}
}
else if (subrole === "hunter")
{
var lastHuntSearch = this.ent.getMetadata(PlayerID, "lastHuntSearch");
if (this.ent.isIdle() && (!lastHuntSearch || (gameState.ai.elapsedTime - lastHuntSearch) > 20))
{
if (!this.startHunting(gameState))
{
// nothing to hunt around. Try another region if any
var nowhereToHunt = true;
for (var i in gameState.ai.HQ.baseManagers)
{
var base = gameState.ai.HQ.baseManagers[i];
if (!base.anchor || !base.anchor.position())
continue;
var basePos = base.anchor.position();
if (this.startHunting(gameState, basePos))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
if (base.accessIndex === access)
this.ent.move(basePos[0], basePos[1]);
else
gameState.ai.HQ.navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, basePos);
nowhereToHunt = false;
break;
}
}
if (nowhereToHunt)
this.ent.setMetadata(PlayerID, "lastHuntSearch", gameState.ai.elapsedTime);
}
}
else if (gameState.ai.playedTurn % 10 === 0) // Perform some checks from time to time
{
if (this.ent.unitAIState().split(".")[1] === "GATHER"
|| this.ent.unitAIState().split(".")[1] === "RETURNRESOURCE")
{
// we may have drifted towards ennemy territory during the hunt, if yes go home
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(this.ent.position());
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
this.startHunting(gameState);
else if (this.ent.unitAIState() === "INDIVIDUAL.RETURNRESOURCE.APPROACHING")
{
// Check that UnitAI does not send us to an inaccessible dropsite
var dropsite = gameState.getEntityById(this.ent.unitAIOrderData()[0]["target"]);
if (dropsite && dropsite.position())
{
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
var goalAccess = dropsite.getMetadata(PlayerID, "access");
if (!goalAccess || dropsite.hasClass("Elephant"))
{
goalAccess = gameState.ai.accessibility.getAccessValue(dropsite.position());
dropsite.setMetadata(PlayerID, "access", goalAccess);
}
if (access !== goalAccess)
this.returnResources(gameState);
}
}
}
}
}
else if (subrole === "fisher")
{
if (this.ent.isIdle())
this.startFishing(gameState);
else // if we have drifted towards ennemy territory during the fishing, go home
{
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(this.ent.position());
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
this.startFishing(gameState);
}
}
};
m.Worker.prototype.startGathering = function(gameState, baseManager)
{
var self = this;
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
// First look for possible treasure if any
var treasureFound = undefined;
var distmin = Math.min();
gameState.ai.HQ.treasures.forEach(function (treasure) {
var treasureAccess = treasure.getMetadata(PlayerID, "access");
if (!treasureAccess)
{
treasureAccess = gameState.ai.accessibility.getAccessValue(treasure.position());
treasure.setMetadata(PlayerID, "access", treasureAccess);
}
if (treasureAccess !== access)
return;
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(treasure.position());
if (territoryOwner !== 0 && !gameState.isPlayerAlly(territoryOwner))
return;
var lastGathered = treasure.getMetadata(PlayerID, "lastGathered");
// let some time for the previous gatherer to reach the treasure
if (lastGathered && gameState.ai.elapsedTime - lastGathered < 20)
return;
var dist = API3.SquareVectorDistance(self.ent.position(), treasure.position());
if (territoryOwner !== PlayerID && dist > 14000) // AI has no LOS, so restrict it a bit
return;
if (dist > distmin)
return;
distmin = dist;
treasureFound = treasure;
});
if (treasureFound)
{
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;
}
var resource = this.ent.getMetadata(PlayerID, "gather-type");
// If we are gathering food, try to hunt first
if (resource === "food" && this.startHunting(gameState))
return true;
var findSupply = function(ent, supplies) {
var ret = false;
for (var i = 0; i < supplies.length; ++i)
{
// exhausted resource, remove it from this list
if (!supplies[i].ent || !gameState.getEntityById(supplies[i].id))
{
supplies.splice(i--, 1);
continue;
}
if (m.IsSupplyFull(gameState, supplies[i].ent) === true)
continue;
// check if available resource is worth one additionnal gatherer (except for farms)
var nbGatherers = supplies[i].ent.resourceSupplyGatherers().length
+ m.GetTCGatherer(gameState, supplies[i].id);
if (supplies[i].ent.resourceSupplyType()["specific"] !== "grain"
&& nbGatherers > 0 && supplies[i].ent.resourceSupplyAmount()/(1+nbGatherers) < 40)
continue;
// not in ennemy territory
var territoryOwner = gameState.ai.HQ.territoryMap.getOwner(supplies[i].ent.position());
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner)) // player is its own ally
continue;
m.AddTCGatherer(gameState, supplies[i].id);
ent.setMetadata(PlayerID, "supply", supplies[i].id);
ret = supplies[i].ent;
break;
}
return ret;
};
var navalManager = gameState.ai.HQ.navalManager;
var supply;
// first look in our own base if accessible from our present position
if (baseManager.accessIndex === access)
{
if ((supply = findSupply(this.ent, baseManager.dropsiteSupplies[resource]["nearby"])))
{
this.ent.gather(supply);
return true;
}
// --> for food, try to gather from fields if any, otherwise build one if any
if (resource === "food")
{
if ((supply = this.gatherNearestField(gameState, this.baseID)))
{
this.ent.gather(supply);
return true;
}
else if ((supply = this.buildAnyField(gameState, this.baseID)))
{
this.ent.repair(supply);
return true;
}
}
if ((supply = findSupply(this.ent, baseManager.dropsiteSupplies[resource]["medium"])))
{
this.ent.gather(supply);
return true;
}
}
// So if we're here we have checked our whole base for a proper resource (or it was not accessible)
// --> check other bases directly accessible
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.ID === this.baseID)
continue;
if (base.accessIndex !== access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["nearby"])))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
this.ent.gather(supply);
return true;
}
}
if (resource === "food") // --> for food, try to gather from fields if any, otherwise build one if any
{
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.ID === this.baseID)
continue;
if (base.accessIndex !== access)
continue;
if ((supply = this.gatherNearestField(gameState, base.ID)))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
this.ent.gather(supply);
return true;
}
if ((supply = this.buildAnyField(gameState, base.ID)))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
this.ent.repair(supply);
return true;
}
}
}
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.ID === this.baseID)
continue;
if (base.accessIndex !== access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["medium"])))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
this.ent.gather(supply);
return true;
}
}
// Okay may-be we haven't found any appropriate dropsite anywhere.
// Try to help building one if any accessible foundation available
var foundations = gameState.getOwnFoundations().toEntityArray();
var shouldBuild = foundations.some(function(foundation) {
if (!foundation || foundation.getMetadata(PlayerID, "access") !== access)
return false;
if (foundation.resourceDropsiteTypes() && foundation.resourceDropsiteTypes().indexOf(resource) !== -1)
{
if (foundation.getMetadata(PlayerID, "base") !== self.baseID)
self.ent.setMetadata(PlayerID, "base", foundation.getMetadata(PlayerID, "base"));
self.ent.setMetadata(PlayerID, "target-foundation", foundation.id());
self.ent.repair(foundation);
return true;
}
return false;
});
if (shouldBuild)
return true;
// Still nothing ... try bases which need a transport
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.accessIndex === access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["nearby"])))
{
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 (resource === "food") // --> for food, try to gather from fields if any, otherwise build one if any
{
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.accessIndex === access)
continue;
if ((supply = this.gatherNearestField(gameState, base.ID)))
{
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 ((supply = this.buildAnyField(gameState, base.ID)))
{
if (base.ID !== this.baseID)
this.ent.setMetadata(PlayerID, "base", base.ID);
navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
return true;
}
}
}
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.accessIndex === access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["medium"])))
{
if (base.ID !== this.baseID)
this.ent.setMetadata(PlayerID, "base", base.ID);
navalManager.requireTransport(gameState, this.ent, access, base.accessIndex, supply.position());
return true;
}
}
// Okay so we haven't found any appropriate dropsite anywhere.
// Try to help building one if any non-accessible foundation available
var foundations = gameState.getOwnFoundations().toEntityArray();
var shouldBuild = foundations.some(function(foundation) {
if (!foundation || foundation.getMetadata(PlayerID, "access") === access)
return false;
if (foundation.resourceDropsiteTypes() && foundation.resourceDropsiteTypes().indexOf(resource) !== -1)
{
if (foundation.getMetadata(PlayerID, "base") !== self.baseID)
self.ent.setMetadata(PlayerID, "base", foundation.getMetadata(PlayerID, "base"));
self.ent.setMetadata(PlayerID, "target-foundation", foundation.id());
navalManager.requireTransport(gameState, self.ent, access, base.accessIndex, foundation.position());
return true;
}
return false;
});
if (shouldBuild)
return true;
// Still nothing, we look now for faraway resources, first in the accessible ones, then in the others
if (baseManager.accessIndex === access)
{
if ((supply = findSupply(this.ent, baseManager.dropsiteSupplies[resource]["faraway"])))
{
this.ent.gather(supply);
return true;
}
}
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.ID === this.baseID)
continue;
if (base.accessIndex !== access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["faraway"])))
{
this.ent.setMetadata(PlayerID, "base", base.ID);
this.ent.gather(supply);
return true;
}
}
for each (var base in gameState.ai.HQ.baseManagers)
{
if (base.accessIndex === access)
continue;
if ((supply = findSupply(this.ent, base.dropsiteSupplies[resource]["faraway"])))
{
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.HQ.Config.debug > 2)
warn(" >>>>> worker with gather-type " + resource + " with nothing to gather ");
this.ent.setMetadata(PlayerID, "subrole", "idle");
return false;
};
// Makes the worker deposit the currently carried resources at the closest accessible dropsite
m.Worker.prototype.returnResources = function(gameState)
{
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0 || !this.ent.position())
return false;
var resource = this.ent.resourceCarrying()[0].type;
var self = this;
var closestDropsite = undefined;
var distmin = Math.min();
var access = gameState.ai.accessibility.getAccessValue(this.ent.position());
gameState.getOwnDropsites(resource).forEach(function(dropsite) {
if (!dropsite.position() || dropsite.getMetadata(PlayerID, "access") !== access)
return;
var dist = API3.SquareVectorDistance(self.ent.position(), dropsite.position());
if (dist > distmin)
return;
distmin = dist;
closestDropsite = dropsite;
});
if (!closestDropsite)
return false;
this.ent.returnResources(closestDropsite);
return true;
};
// 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)
{
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;
if (supply.getMetadata(PlayerID, "inaccessible") === true)
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;
// some simple accessibility check: if they're in an inaccessible square, we won't gather from them.
// (happen only at start of the game, as animals should not be able to walk to an inaccessible area)
// TODO as the animal can move, check again from time to time
if (supply.getMetadata(PlayerID, "inaccessible") === undefined)
{
var fakeMap = new API3.Map(gameState.sharedScript, gameState.getMap().data);
var mapPos = fakeMap.gamePosToMapPos(supply.position());
var id = mapPos[0] + fakeMap.width*mapPos[1];
if (gameState.sharedScript.passabilityClasses["pathfinderObstruction"] & gameState.getMap().data[id])
{
supply.setMetadata(PlayerID, "inaccessible", true)
return;
}
else
supply.setMetadata(PlayerID, "inaccessible", false)
}
// 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 self = this;
var ownFields = gameState.getOwnEntitiesByType(gameState.applyCiv("structures/{civ}_field"), true).filter(API3.Filters.byMetadata(PlayerID, "base", baseID));
var bestFarmEnt = false;
var bestFarmDist = 10000000;
ownFields.forEach(function (field) {
if (m.IsSupplyFull(gameState, field) === true)
return;
var dist = API3.SquareVectorDistance(field.position(), self.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 self = this;
var foundations = gameState.getOwnFoundations();
var baseFoundations = foundations.filter(API3.Filters.byMetadata(PlayerID, "base", baseID));
var maxGatherers = gameState.getTemplate(gameState.applyCiv("structures/{civ}_field")).maxGatherers();
var bestFarmEnt = false;
var bestFarmDist = 10000000;
baseFoundations.forEach(function (found) {
if (found.hasClass("Field")) {
var current = found.getBuildersNb();
if (current === undefined || current >= maxGatherers)
return;
var dist = API3.SquareVectorDistance(found.position(), self.ent.position());
if (dist < bestFarmDist)
{
bestFarmEnt = found;
bestFarmDist = dist;
}
}
});
return bestFarmEnt;
};
// 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(baseManager, gameState){
var gatherers = baseManager.workersBySubrole(gameState, "gatherer").toEntityArray();
var pos = this.ent.position();
var dist = Math.min();
var destination = pos;
for (var gatherer of gatherers)
{
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]);
};
return m;
}(PETRA);