0ad/binaries/data/mods/public/simulation/ai/petra/config.js
2014-12-06 14:48:06 +00:00

183 lines
5.2 KiB
JavaScript

var PETRA = function(m)
{
m.Config = function(difficulty)
{
// 0 is sandbox, 1 is very easy, 2 is easy, 3 is medium, 4 is hard and 5 is very hard.
this.difficulty = (difficulty !== undefined) ? difficulty : 3;
// debug level: 0=none, 1=sanity checks, 2=debug, 3=detailed debug, -100=serializatio debug
this.debug = 0;
this.chat = true; // false to prevent AI's chats
this.popScaling = 1; // scale factor depending on the max population
this.Military = {
"towerLapseTime" : 90, // Time to wait between building 2 towers
"fortressLapseTime" : 390, // Time to wait between building 2 fortresses
"popForBarracks1" : 25,
"popForBarracks2" : 95,
"popForBlacksmith" : 65
};
this.Economy = {
"popForTown" : 40, // How many units we want before aging to town.
"cityPhase" : 840, // time to start trying to reach city phase
"popForMarket" : 50,
"popForDock" : 25,
"targetNumTraders" : 4, // Target number of traders
"targetNumFishers" : 1, // Target number of fishers per sea
"femaleRatio" : 0.5, // percent of females among the workforce.
"provisionFields" : 3
};
this.distUnitGain = 110*110; // TODO take it directly from helpers/TraderGain.js
// Note: attack settings are set directly in attack_plan.js
// defense
this.Defense =
{
"defenseRatio" : 2, // ratio of defenders/attackers.
"armyCompactSize" : 2000, // squared. Half-diameter of an army.
"armyBreakawaySize" : 3500, // squared.
"armyMergeSize" : 1400 // squared.
};
// military
this.buildings =
{
"base" : {
"default" : [ "structures/{civ}_civil_centre" ],
"ptol" : [ "structures/{civ}_military_colony" ],
"sele" : [ "structures/{civ}_military_colony" ]
},
"advanced" : {
"default" : [],
"athen" : [ "structures/{civ}_gymnasion", "structures/{civ}_prytaneion", "structures/{civ}_theatron" ],
"brit" : [ "structures/{civ}_rotarymill" ],
"cart" : [ "structures/{civ}_embassy_celtic",
"structures/{civ}_embassy_iberian", "structures/{civ}_embassy_italiote" ],
"gaul" : [ "structures/{civ}_tavern" ],
"hele" : [ "structures/{civ}_gymnasion", "structures/{civ}_prytaneion", "structures/{civ}_theatron" ],
"iber" : [ "structures/{civ}_monument" ],
"mace" : [ "structures/{civ}_siege_workshop", "structures/{civ}_library", "structures/{civ}_theatron" ],
"maur" : [ "structures/{civ}_elephant_stables" ],
"pers" : [ "structures/{civ}_stables", "structures/{civ}_apadana" ],
"ptol" : [ "structures/{civ}_library" ],
"rome" : [ "structures/{civ}_army_camp" ],
"sele" : [ "structures/{civ}_library" ],
"spart" : [ "structures/{civ}_syssiton", "structures/{civ}_theatron" ]
},
"naval" : {
"default" : [],
// "brit" : [ "structures/{civ}_crannog" ],
"cart" : [ "structures/{civ}_super_dock" ]
}
};
this.priorities =
{
"villager" : 30, // should be slightly lower than the citizen soldier one to not get all the food
"citizenSoldier" : 60,
"trader" : 50,
"ships" : 70,
"house" : 350,
"dropsites" : 200,
"field" : 400,
"economicBuilding" : 90,
"militaryBuilding" : 130,
"defenseBuilding" : 70,
"civilCentre" : 950,
"majorTech" : 700,
"minorTech" : 40,
"emergency" : 1000 // used only in emergency situations, should be the highest one
};
this.personality =
{
"aggressive": 0.5,
"cooperative": 0.5,
"defensive": 0.5
};
this.resources = ["food", "wood", "stone", "metal"];
};
m.Config.prototype.setConfig = function(gameState)
{
// initialize personality traits
if (this.difficulty > 1)
{
this.personality.aggressive = Math.random();
this.personality.cooperative = Math.random();
this.personality.defensive = Math.random();
}
else
this.personality.aggressive = 0.1;
// changing settings based on difficulty or personality
if (this.difficulty < 2)
{
this.Military.popForBarracks1 = 60;
this.Military.popForBarracks2 = 300;
this.Military.popForBlacksmith = 300;
this.Economy.cityPhase = 240000;
this.Economy.popForMarket = 200;
this.Economy.femaleRatio = 0.7;
this.Economy.provisionFields = 1;
}
else if (this.difficulty < 3)
{
this.Military.popForBarracks1 = 35;
this.Military.popForBarracks2 = 150;
this.Military.popForBlacksmith = 150;
this.Economy.cityPhase = 1800;
this.Economy.popForMarket = 80;
this.Economy.femaleRatio = 0.6;
this.Economy.provisionFields = 2;
}
else
{
this.Military.towerLapseTime += Math.round(20*(this.personality.defensive - 0.5));
this.Military.fortressLapseTime += Math.round(60*(this.personality.defensive - 0.5));
if (this.personality.aggressive > 0.7)
{
this.Military.popForBarracks1 = 12;
this.Economy.popForTown = 55;
this.Economy.popForMarket = 60;
this.Economy.femaleRatio = 0.3;
this.priorities.defenseBuilding = 60;
}
}
this.Economy.targetNumTraders = 2 + this.difficulty;
if (gameState.getPopulationMax() < 300)
this.popScaling = Math.sqrt(gameState.getPopulationMax() / 300);
if (this.debug < 2)
return;
API3.warn(" >>> Petra bot: personality = " + uneval(this.personality));
};
m.Config.prototype.Serialize = function()
{
var data = {};
for (let key in this)
if (this.hasOwnProperty(key) && key != "debug")
data[key] = this[key];
return data;
};
m.Config.prototype.Deserialize = function(data)
{
for (let key in data)
this[key] = data[key];
};
return m;
}(PETRA);