forked from 0ad/0ad
1720 lines
59 KiB
JavaScript
1720 lines
59 KiB
JavaScript
var PETRA = function(m)
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{
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/* Headquarters
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* Deal with high level logic for the AI. Most of the interesting stuff gets done here.
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* Some tasks:
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-defining RESS needs
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-BO decisions.
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> training workers
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> building stuff (though we'll send that to bases)
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> researching
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-picking strategy (specific manager?)
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-diplomacy (specific manager?)
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-planning attacks
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-picking new CC locations.
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*/
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m.HQ = function(Config)
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{
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this.Config = Config;
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this.targetNumBuilders = this.Config.Economy.targetNumBuilders; // number of workers we want building stuff
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this.econState = "growth"; // existing values: growth, townPhasing.
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this.phaseStarted = undefined;
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// cache the rates.
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this.wantedRates = { "food": 0, "wood": 0, "stone":0, "metal": 0 };
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this.currentRates = { "food": 0, "wood": 0, "stone":0, "metal": 0 };
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this.lastFailedGather = { "wood": undefined, "stone": undefined, "metal": undefined };
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// this means we'll have about a big third of women, and thus we can maximize resource gathering rates.
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this.femaleRatio = this.Config.Economy.femaleRatio;
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this.lastTerritoryUpdate = -1;
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this.stopBuilding = []; // list of buildings to stop (temporarily) production because no room
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this.towerStartTime = 0;
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this.towerLapseTime = this.Config.Military.towerLapseTime * 1000;
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this.fortressStartTime = 0;
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this.fortressLapseTime = this.Config.Military.fortressLapseTime * 1000;
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this.baseManagers = {};
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this.attackManager = new m.AttackManager(this.Config);
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this.defenseManager = new m.DefenseManager(this.Config);
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this.tradeManager = new m.TradeManager(this.Config);
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this.navalManager = new m.NavalManager(this.Config);
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this.garrisonManager = new m.GarrisonManager();
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this.boostedSoldiers = undefined;
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};
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// More initialisation for stuff that needs the gameState
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m.HQ.prototype.init = function(gameState, queues)
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{
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this.territoryMap = m.createTerritoryMap(gameState);
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// initialize base map. Each pixel is a base ID, or 0 if not or not accessible
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this.basesMap = new API3.Map(gameState.sharedScript);
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// area of 10 cells on the border of the map : 0=inside map, 1=border map, 2=outside map
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this.borderMap = m.createBorderMap(gameState);
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// initialize frontier map. Each cell is 2 if on the near frontier, 1 on the frontier and 0 otherwise
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this.frontierMap = m.createFrontierMap(gameState, this.borderMap);
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// list of allowed regions
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this.allowedRegions = [gameState.ai.myIndex];
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// try to determine if we have a water map
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this.navalMap = false;
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this.navalRegions = [];
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var totalSize = gameState.getMap().width * gameState.getMap().width;
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var minLandSize = Math.floor(0.2*totalSize);
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var minWaterSize = Math.floor(0.3*totalSize);
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var possibleRegions = [gameState.ai.myIndex];
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for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
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{
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if (i !== gameState.ai.myIndex && gameState.ai.accessibility.regionType[i] === "land"
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&& gameState.ai.accessibility.regionSize[i] > 20)
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{
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var seaIndex = this.getSeaIndex(gameState, gameState.ai.myIndex, i);
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if (seaIndex)
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{
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possibleRegions.push(i);
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if (gameState.ai.accessibility.regionSize[i] > minLandSize)
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{
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this.navalMap = true;
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if (this.navalRegions.indexOf(seaIndex) === -1)
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this.navalRegions.push(seaIndex);
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}
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}
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}
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else if (gameState.ai.accessibility.regionType[i] === "water" && gameState.ai.accessibility.regionSize[i] > minWaterSize)
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{
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this.navalMap = true;
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if (this.navalRegions.indexOf(i) === -1)
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this.navalRegions.push(i);
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}
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}
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if (this.navalMap)
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this.allowedRegions = possibleRegions;
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if (this.Config.debug > 0)
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{
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warn("allowed regions " + uneval(this.allowedRegions));
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for each (var region in this.allowedRegions)
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warn(" >>> zone " + region + " taille " + gameState.ai.accessibility.regionSize[region]);
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}
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if (this.Config.difficulty === 0)
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this.targetNumWorkers = Math.max(1, Math.min(40, Math.floor(gameState.getPopulationMax())));
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else if (this.Config.difficulty === 1)
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this.targetNumWorkers = Math.max(1, Math.min(60, Math.floor(gameState.getPopulationMax())));
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else
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this.targetNumWorkers = Math.max(1, Math.min(120,Math.floor(gameState.getPopulationMax()/3.0)));
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// Let's get our initial situation here.
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// TODO: improve on this.
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// TODO: aknowledge bases, assign workers already.
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var ents = gameState.getEntities().filter(API3.Filters.byOwner(PlayerID));
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var ccEnts = ents.filter(API3.Filters.byClass("CivCentre")).toEntityArray();
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var workersNB = ents.filter(API3.Filters.byClass("Worker")).length;
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for (var i = 0; i < ccEnts.length; ++i)
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{
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this.baseManagers[i+1] = new m.BaseManager(this.Config);
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this.baseManagers[i+1].init(gameState);
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this.baseManagers[i+1].setAnchor(gameState, ccEnts[i]);
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}
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this.updateTerritories(gameState);
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if (this.baseManagers[1]) // Affects entities in the different bases
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{
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var self = this;
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var width = gameState.getMap().width;
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ents.forEach( function (ent) {
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if (ent.hasClass("Trader"))
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this.tradeManager.assignTrader(ent);
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var pos = ent.position();
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if (!pos)
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{
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// TODO temporarily assigned to base 1. Certainly a garrisoned unit,
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// should assign it to the base of the garrison holder
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self.baseManagers[1].assignEntity(ent);
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return;
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}
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ent.setMetadata(PlayerID, "access", gameState.ai.accessibility.getAccessValue(ent.position()));
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var x = Math.round(pos[0] / gameState.cellSize);
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var z = Math.round(pos[1] / gameState.cellSize);
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var id = x + width*z;
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for each (var base in self.baseManagers)
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{
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if (base.territoryIndices.indexOf(id) === -1)
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continue;
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base.assignEntity(ent);
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if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
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base.assignResourceToDropsite(gameState, ent);
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return;
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}
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// entity outside our territory, assign it to base 1
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self.baseManagers[1].assignEntity(ent);
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if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
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self.baseManagers[1].assignResourceToDropsite(gameState, ent);
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});
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}
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// we now have enough data to decide on a few things.
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// immediatly build a wood dropsite if possible.
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if (this.baseManagers[1])
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{
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var newDP = this.baseManagers[1].findBestDropsiteLocation(gameState, "wood");
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if (newDP.quality > 40 && this.canBuild(gameState, "structures/{civ}_storehouse"))
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{
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queues.dropsites.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_storehouse", { "base": 1 }, newDP.pos));
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queues.minorTech.addItem(new m.ResearchPlan(gameState, "gather_capacity_wheelbarrow"));
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}
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}
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// adapt our starting strategy to the available resources
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// - if on a small island, favor fishing and requir less fields to save room for buildings
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var startingSize = 0;
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for (var i = 0; i < this.allowedRegions.length; ++i)
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{
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for each (var base in this.baseManagers)
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{
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if (!base.anchor || base.accessIndex !== this.allowedRegions[i])
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continue;
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startingSize += gameState.ai.accessibility.regionSize[base.accessIndex];
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break;
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}
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}
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if (this.Config.debug > 0)
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warn("starting size " + startingSize + "(cut at 1500 for fish pushing)");
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if (startingSize < 1500)
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{
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this.Config.Economy.popForDock = Math.min(this.Config.Economy.popForDock, 16);
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this.Config.Economy.initialFields = Math.min(this.Config.Economy.initialFields, 3);
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this.Config.Economy.targetNumFishers = Math.max(this.Config.Economy.targetNumFishers, 2);
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}
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// - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
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var startingWood = gameState.getResources()["wood"];
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var check = {};
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for each (var proxim in ["nearby", "medium", "faraway"])
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{
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for each (var base in this.baseManagers)
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{
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for each (var supply in base.dropsiteSupplies["wood"][proxim])
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{
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if (check[supply.id]) // avoid double counting as same resource can appear several time
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continue;
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check[supply.id] = true;
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startingWood += supply.ent.resourceSupplyAmount();
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}
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}
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}
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if (this.Config.debug > 0)
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warn("startingWood: " + startingWood + "(cut at 8500 for rushes)");
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this.attackManager.init(gameState, queues, (startingWood > 8500)); // rush allowed 3rd argument = true
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this.navalManager.init(gameState, queues);
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this.defenseManager.init(gameState);
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this.tradeManager.init(gameState);
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// TODO: change that to something dynamic.
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var civ = gameState.playerData.civ;
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// load units and buildings from the config files
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if (civ in this.Config.buildings.base)
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this.bBase = this.Config.buildings.base[civ];
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else
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this.bBase = this.Config.buildings.base['default'];
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if (civ in this.Config.buildings.advanced)
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this.bAdvanced = this.Config.buildings.advanced[civ];
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else
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this.bAdvanced = this.Config.buildings.advanced['default'];
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for (var i in this.bBase)
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this.bBase[i] = gameState.applyCiv(this.bBase[i]);
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for (var i in this.bAdvanced)
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this.bAdvanced[i] = gameState.applyCiv(this.bAdvanced[i]);
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};
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// returns the sea index linking regions 1 and region 2 (supposed to be different land region)
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// otherwise return undefined
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// for the moment, only the case land-sea-land is supported
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m.HQ.prototype.getSeaIndex = function (gameState, index1, index2)
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{
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var path = gameState.ai.accessibility.getTrajectToIndex(index1, index2);
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if (path && path.length === 3 && gameState.ai.accessibility.regionType[path[1]] === "water")
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return path[1];
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else
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{
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warn("bad path ??? " + uneval(path));
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return undefined;
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}
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};
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m.HQ.prototype.checkEvents = function (gameState, events, queues)
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{
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// TODO: probably check stuffs like a base destruction.
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var CreateEvents = events["Create"];
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var ConstructionEvents = events["ConstructionFinished"];
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for (var i in CreateEvents)
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{
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var evt = CreateEvents[i];
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// Let's check if we have a building set to create a new base.
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if (evt && evt.entity)
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{
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var ent = gameState.getEntityById(evt.entity);
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if (ent === undefined)
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continue; // happens when this message is right before a "Destroy" one for the same entity.
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if (ent.isOwn(PlayerID) && ent.getMetadata(PlayerID, "base") === -1)
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{
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// Okay so let's try to create a new base around this.
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var bID = m.playerGlobals[PlayerID].uniqueIDBases;
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this.baseManagers[bID] = new m.BaseManager(this.Config);
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this.baseManagers[bID].init(gameState, true);
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this.baseManagers[bID].setAnchor(gameState, ent);
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// Let's get a few units out there to build this.
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var builders = this.bulkPickWorkers(gameState, bID, 10);
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if (builders !== false)
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{
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builders.forEach(function (worker) {
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worker.setMetadata(PlayerID, "base", bID);
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worker.setMetadata(PlayerID, "subrole", "builder");
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worker.setMetadata(PlayerID, "target-foundation", ent.id());
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});
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}
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}
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}
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}
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for (var i in ConstructionEvents)
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{
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var evt = ConstructionEvents[i];
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// Let's check if we have a building set to create a new base.
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// TODO: move to the base manager.
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if (evt.newentity)
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{
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var ent = gameState.getEntityById(evt.newentity);
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if (ent === undefined)
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continue; // happens when this message is right before a "Destroy" one for the same entity.
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if (ent.isOwn(PlayerID))
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{
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if (ent.getMetadata(PlayerID, "baseAnchor") == true)
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{
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var base = ent.getMetadata(PlayerID, "base");
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if (this.baseManagers[base].constructing)
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this.baseManagers[base].constructing = false;
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this.baseManagers[base].anchor = ent;
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this.baseManagers[base].buildings.updateEnt(ent);
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this.updateTerritories(gameState);
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}
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else if (ent.hasTerritoryInfluence())
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this.updateTerritories(gameState);
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}
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}
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}
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};
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// Called by the "town phase" research plan once it's started
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m.HQ.prototype.OnTownPhase = function(gameState)
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{
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if (this.Config.difficulty >= 2 && this.femaleRatio > 0.4)
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this.femaleRatio = 0.4;
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this.phaseStarted = 2;
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};
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// Called by the "city phase" research plan once it's started
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m.HQ.prototype.OnCityPhase = function(gameState)
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{
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if (this.Config.difficulty >= 2 && this.femaleRatio > 0.3)
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this.femaleRatio = 0.3;
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this.phaseStarted = 3;
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};
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// This code trains females and citizen workers, trying to keep close to a ratio of females/CS
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// TODO: this should choose a base depending on which base need workers
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// TODO: also there are several things that could be greatly improved here.
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m.HQ.prototype.trainMoreWorkers = function(gameState, queues)
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{
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// Get some data.
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// Count the workers in the world and in progress
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var numFemales = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("units/{civ}_support_female_citizen"), true);
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// counting the workers that aren't part of a plan
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var numWorkers = 0;
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gameState.getOwnUnits().forEach (function (ent) {
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if (ent.getMetadata(PlayerID, "role") == "worker" && ent.getMetadata(PlayerID, "plan") == undefined)
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numWorkers++;
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});
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var numInTraining = 0;
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gameState.getOwnTrainingFacilities().forEach(function(ent) {
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ent.trainingQueue().forEach(function(item) {
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if (item.metadata && item.metadata.role && item.metadata.role == "worker" && item.metadata.plan == undefined)
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numWorkers += item.count;
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numInTraining += item.count;
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});
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});
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var numQueuedF = queues.villager.countQueuedUnits();
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var numQueuedS = queues.citizenSoldier.countQueuedUnits();
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var numQueued = numQueuedS + numQueuedF;
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var numTotal = numWorkers + numQueued;
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// If we have too few, train more
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// should plan enough to always have females…
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// TODO: 15 here should be changed to something more sensible, such as nb of producing buildings.
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if (!this.boostedSoldiers)
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{
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if (numTotal > this.targetNumWorkers || (numTotal >= this.Config.Economy.popForTown
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&& gameState.currentPhase() === 1 && !gameState.isResearching(gameState.townPhase())))
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return;
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}
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if (numQueued > 50 || (numQueuedF > 20 && numQueuedS > 20) || numInTraining > 15)
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return;
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// default template and size
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var template = gameState.applyCiv("units/{civ}_support_female_citizen");
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var size = Math.min(5, Math.ceil(numTotal / 10));
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if (numTotal < 12)
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size = 1;
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// Choose whether we want soldiers instead.
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if ((numFemales+numQueuedF) > 8 && (numFemales+numQueuedF)/numTotal > this.femaleRatio)
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{
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if (numTotal < 45)
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template = this.findBestTrainableUnit(gameState, ["CitizenSoldier", "Infantry"], [ ["cost", 1], ["speed", 0.5], ["costsResource", 0.5, "stone"], ["costsResource", 0.5, "metal"]]);
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else
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template = this.findBestTrainableUnit(gameState, ["CitizenSoldier", "Infantry"], [ ["strength", 1] ]);
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if (!template)
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template = gameState.applyCiv("units/{civ}_support_female_citizen");
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}
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// TODO: perhaps assign them a default resource and check the base according to that.
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// base "0" means "auto"
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if (template === gameState.applyCiv("units/{civ}_support_female_citizen"))
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queues.villager.addItem(new m.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size));
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else
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queues.citizenSoldier.addItem(new m.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size));
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};
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// picks the best template based on parameters and classes
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m.HQ.prototype.findBestTrainableUnit = function(gameState, classes, requirements)
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{
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var units = gameState.findTrainableUnits(classes);
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if (units.length === 0)
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return undefined;
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var parameters = requirements.slice();
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var remainingResources = this.getTotalResourceLevel(gameState); // resources (estimation) still gatherable in our territory
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var availableResources = gameState.ai.queueManager.getAvailableResources(gameState); // available (gathered) resources
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for (var type in remainingResources)
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{
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if (type === "food")
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continue;
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if (availableResources[type] > 800)
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continue;
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if (remainingResources[type] > 800)
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continue;
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else if (remainingResources[type] > 400)
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var costsResource = 0.6;
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else
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var costsResource = 0.2;
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var toAdd = true;
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for each (var param in parameters)
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{
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if (param[0] !== "costsResource" || param[2] !== type)
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continue;
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param[1] = Math.min( param[1], costsResource );
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toAdd = false;
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break;
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}
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if (toAdd)
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parameters.push( [ "costsResource", costsResource, type ] );
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}
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units.sort(function(a, b) {// }) {
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var aDivParam = 0, bDivParam = 0;
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var aTopParam = 0, bTopParam = 0;
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for (var i in parameters) {
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var param = parameters[i];
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if (param[0] == "base") {
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aTopParam = param[1];
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bTopParam = param[1];
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}
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if (param[0] == "strength") {
|
|
aTopParam += m.getMaxStrength(a[1]) * param[1];
|
|
bTopParam += m.getMaxStrength(b[1]) * param[1];
|
|
}
|
|
if (param[0] == "siegeStrength") {
|
|
aTopParam += m.getMaxStrength(a[1], "Structure") * param[1];
|
|
bTopParam += m.getMaxStrength(b[1], "Structure") * param[1];
|
|
}
|
|
if (param[0] == "speed") {
|
|
aTopParam += a[1].walkSpeed() * param[1];
|
|
bTopParam += b[1].walkSpeed() * param[1];
|
|
}
|
|
|
|
if (param[0] == "cost") {
|
|
aDivParam += a[1].costSum() * param[1];
|
|
bDivParam += b[1].costSum() * param[1];
|
|
}
|
|
// requires a third parameter which is the resource
|
|
if (param[0] == "costsResource") {
|
|
if (a[1].cost()[param[2]])
|
|
aTopParam *= param[1];
|
|
if (b[1].cost()[param[2]])
|
|
bTopParam *= param[1];
|
|
}
|
|
if (param[0] == "canGather") {
|
|
// checking against wood, could be anything else really.
|
|
if (a[1].resourceGatherRates() && a[1].resourceGatherRates()["wood.tree"])
|
|
aTopParam *= param[1];
|
|
if (b[1].resourceGatherRates() && b[1].resourceGatherRates()["wood.tree"])
|
|
bTopParam *= param[1];
|
|
}
|
|
}
|
|
return -(aTopParam/(aDivParam+1)) + (bTopParam/(bDivParam+1));
|
|
});
|
|
return units[0][0];
|
|
};
|
|
|
|
// Tries to research any available tech
|
|
// Only one at once. Also does military tech (selection is completely random atm)
|
|
// TODO: Lots, lots, lots here.
|
|
m.HQ.prototype.tryResearchTechs = function(gameState, queues)
|
|
{
|
|
if (gameState.currentPhase() < 2 || queues.minorTech.length() !== 0)
|
|
return;
|
|
|
|
var possibilities = gameState.findAvailableTech();
|
|
for (var i = 0; i < possibilities.length; ++i)
|
|
{
|
|
var techName = possibilities[i][0];
|
|
if (techName.indexOf("attack_tower_watch") !== -1 || techName.indexOf("gather_mining_servants") !== -1 ||
|
|
techName.indexOf("gather_mining_shaftmining") !== -1)
|
|
{
|
|
queues.minorTech.addItem(new m.ResearchPlan(gameState, techName));
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (gameState.currentPhase() < 3)
|
|
return;
|
|
|
|
// remove some tech not yet used by this AI
|
|
for (var i = 0; i < possibilities.length; ++i)
|
|
{
|
|
var techName = possibilities[i][0];
|
|
if (techName.indexOf("heal_rate") !== -1 || techName.indexOf("heal_range") !== -1 ||
|
|
techName.indexOf("heal_temple") !== -1 || techName.indexOf("unlock_females_house") !== -1)
|
|
possibilities.splice(i--, 1);
|
|
// temporary hack for upgrade problem TODO fix that
|
|
else if (techName.slice(0, 12) === "upgrade_rank")
|
|
possibilities.splice(i--, 1);
|
|
}
|
|
if (possibilities.length === 0)
|
|
return;
|
|
// randomly pick one. No worries about pairs in that case.
|
|
var p = Math.floor((Math.random()*possibilities.length));
|
|
queues.minorTech.addItem(new m.ResearchPlan(gameState, possibilities[p][0]));
|
|
};
|
|
|
|
|
|
// returns an entity collection of workers through BaseManager.pickBuilders
|
|
// TODO: when same accessIndex, sort by distance
|
|
m.HQ.prototype.bulkPickWorkers = function(gameState, newBaseID, number)
|
|
{
|
|
var accessIndex = this.baseManagers[newBaseID].accessIndex;
|
|
if (!accessIndex)
|
|
return false;
|
|
// sorting bases by whether they are on the same accessindex or not.
|
|
var baseBest = m.AssocArraytoArray(this.baseManagers).sort(function (a,b) {
|
|
if (a.accessIndex === accessIndex && b.accessIndex !== accessIndex)
|
|
return -1;
|
|
else if (b.accessIndex === accessIndex && a.accessIndex !== accessIndex)
|
|
return 1;
|
|
return 0;
|
|
});
|
|
|
|
var needed = number;
|
|
var workers = new API3.EntityCollection(gameState.sharedScript);
|
|
for (var i in baseBest)
|
|
{
|
|
if (baseBest[i].ID === newBaseID)
|
|
continue;
|
|
baseBest[i].pickBuilders(gameState, workers, needed);
|
|
if (workers.length < number)
|
|
needed = number - workers.length;
|
|
else
|
|
break;
|
|
}
|
|
if (workers.length == 0)
|
|
return false;
|
|
return workers;
|
|
};
|
|
|
|
m.HQ.prototype.getTotalResourceLevel = function(gameState)
|
|
{
|
|
var total = { "food": 0, "wood": 0, "stone": 0, "metal": 0 };
|
|
for each (var base in this.baseManagers)
|
|
for (var type in total)
|
|
total[type] += base.getResourceLevel(gameState, type);
|
|
|
|
return total;
|
|
};
|
|
|
|
// returns the current gather rate
|
|
// This is not per-se exact, it performs a few adjustments ad-hoc to account for travel distance, stuffs like that.
|
|
m.HQ.prototype.GetCurrentGatherRates = function(gameState)
|
|
{
|
|
for (var type in this.wantedRates)
|
|
this.currentRates[type] = 0;
|
|
|
|
for each (var base in this.baseManagers)
|
|
base.getGatherRates(gameState, this.currentRates);
|
|
|
|
return this.currentRates;
|
|
};
|
|
|
|
|
|
/* Pick the resource which most needs another worker
|
|
* How this works:
|
|
* We get the rates we would want to have to be able to deal with our plans
|
|
* We get our current rates
|
|
* We compare; we pick the one where the discrepancy is highest.
|
|
* Need to balance long-term needs and possible short-term needs.
|
|
*/
|
|
m.HQ.prototype.pickMostNeededResources = function(gameState)
|
|
{
|
|
var self = this;
|
|
|
|
this.wantedRates = gameState.ai.queueManager.wantedGatherRates(gameState);
|
|
var currentRates = this.GetCurrentGatherRates(gameState);
|
|
|
|
// let's get our ideal number.
|
|
var types = Object.keys(this.wantedRates);
|
|
|
|
types.sort(function(a, b) {
|
|
var va = (Math.max(0,self.wantedRates[a] - currentRates[a]))/ (currentRates[a]+1);
|
|
var vb = (Math.max(0,self.wantedRates[b] - currentRates[b]))/ (currentRates[b]+1);
|
|
|
|
// If they happen to be equal (generally this means "0" aka no need), make it fair.
|
|
if (va === vb)
|
|
return (self.wantedRates[b]/(currentRates[b]+1)) - (self.wantedRates[a]/(currentRates[a]+1));
|
|
return vb-va;
|
|
});
|
|
return types;
|
|
};
|
|
|
|
// If all the CC's are destroyed then build a new one
|
|
// TODO: rehabilitate.
|
|
m.HQ.prototype.buildNewCC= function(gameState, queues)
|
|
{
|
|
var numCCs = gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bBase[0]), true);
|
|
numCCs += queues.civilCentre.length();
|
|
|
|
// no use trying to lay foundations that will be destroyed
|
|
if (gameState.defcon() > 2)
|
|
for (var i = numCCs; i < 1; i++) {
|
|
gameState.ai.queueManager.clear();
|
|
this.baseNeed["food"] = 0;
|
|
this.baseNeed["wood"] = 50;
|
|
this.baseNeed["stone"] = 50;
|
|
this.baseNeed["metal"] = 50;
|
|
queues.civilCentre.addItem(new m.ConstructionPlan(gameState, this.bBase[0]));
|
|
}
|
|
return (gameState.countEntitiesByType(gameState.applyCiv(this.bBase[0]), true) == 0 && gameState.currentPhase() > 1);
|
|
};
|
|
|
|
// Returns the best position to build a new Civil Centre
|
|
// Whose primary function would be to reach new resources of type "resource".
|
|
m.HQ.prototype.findEconomicCCLocation = function(gameState, resource, fromStrategic)
|
|
{
|
|
// This builds a map. The procedure is fairly simple. It adds the resource maps
|
|
// (which are dynamically updated and are made so that they will facilitate DP placement)
|
|
// Then checks for a good spot in the territory. If none, and town/city phase, checks outside
|
|
// The AI will currently not build a CC if it wouldn't connect with an existing CC.
|
|
|
|
// create an empty map
|
|
var locateMap = new API3.Map(gameState.sharedScript);
|
|
locateMap.setMaxVal(255);
|
|
// obstruction map
|
|
var obstructions = m.createObstructionMap(gameState, 0);
|
|
obstructions.expandInfluences();
|
|
|
|
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
|
|
var dpEnts = gameState.getOwnDropsites().toEntityArray();
|
|
|
|
for (var j = 0; j < locateMap.length; ++j)
|
|
{
|
|
var norm = 0.5; // TODO adjust it, knowing that we will sum 5 maps
|
|
if (this.territoryMap.getOwnerIndex(j) !== 0 || this.borderMap.map[j] === 2)
|
|
{
|
|
norm = 0;
|
|
continue;
|
|
}
|
|
else if (this.borderMap.map[j] === 1) // disfavor the borders of the map
|
|
norm *= 0.5;
|
|
|
|
var pos = [j%locateMap.width+0.5, Math.floor(j/locateMap.width)+0.5];
|
|
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
|
|
// We require that it is accessible from our starting position
|
|
var index = gameState.ai.accessibility.getAccessValue(pos);
|
|
if (this.allowedRegions.indexOf(index) === -1)
|
|
{
|
|
norm = 0;
|
|
continue;
|
|
}
|
|
|
|
// checking distance to other cc
|
|
var minDist = Math.min();
|
|
for each (var cc in ccEnts)
|
|
{
|
|
var dist = API3.SquareVectorDistance(cc.position(), pos);
|
|
if (dist < 14000) // Reject if too near from any cc
|
|
{
|
|
norm = 0
|
|
break;
|
|
}
|
|
if (!gameState.isPlayerAlly(cc.owner()))
|
|
continue;
|
|
if (dist < 20000) // Reject if too near from an allied cc
|
|
{
|
|
norm = 0
|
|
break;
|
|
}
|
|
if (dist < 40000) // Disfavor if quite near an allied cc
|
|
norm *= 0.5;
|
|
if (dist < minDist)
|
|
minDist = dist;
|
|
}
|
|
if (norm == 0)
|
|
continue;
|
|
if (minDist > 170000 && !this.navalMap) // Reject if too far from any allied cc (-> not connected)
|
|
{
|
|
norm = 0;
|
|
continue;
|
|
}
|
|
else if (minDist > 130000) // Disfavor if quite far from any allied cc
|
|
{
|
|
if (this.navalMap)
|
|
{
|
|
if (minDist > 250000)
|
|
norm *= 0.5;
|
|
else
|
|
norm *= 0.8;
|
|
}
|
|
else
|
|
norm *= 0.5;
|
|
}
|
|
|
|
for each (var dp in dpEnts)
|
|
{
|
|
if (dp.hasClass("Elephant") || dp.hasClass("CivCentre")) // CivCentre are already taken into account
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(dp.position(), pos);
|
|
if (dist < 3600)
|
|
{
|
|
norm = 0;
|
|
continue;
|
|
}
|
|
else if (dist < 6400)
|
|
norm *= 0.5;
|
|
}
|
|
if (norm == 0)
|
|
continue;
|
|
|
|
var val = 2*gameState.sharedScript.CCResourceMaps[resource].map[j]
|
|
+ gameState.sharedScript.CCResourceMaps["wood"].map[j]
|
|
+ gameState.sharedScript.CCResourceMaps["stone"].map[j]
|
|
+ gameState.sharedScript.CCResourceMaps["metal"].map[j];
|
|
val *= norm;
|
|
if (val > 255)
|
|
val = 255;
|
|
locateMap.map[j] = val;
|
|
}
|
|
|
|
|
|
var best = locateMap.findBestTile(6, obstructions);
|
|
var bestIdx = best[0];
|
|
|
|
/* if (m.DebugEnabled())
|
|
{
|
|
gameState.sharedScript.CCResourceMaps["wood"].dumpIm("woodMap.png", 300);
|
|
gameState.sharedScript.CCResourceMaps["stone"].dumpIm("stoneMap.png", 300);
|
|
gameState.sharedScript.CCResourceMaps["metal"].dumpIm("metalMap.png", 300);
|
|
locateMap.dumpIm("cc_placement_base_" + best[1] + ".png",300);
|
|
obstructions.dumpIm("cc_placement_base_" + best[1] + "_obs.png", 20);
|
|
} */
|
|
|
|
var cut = 60;
|
|
if (fromStrategic) // be less restrictive
|
|
cut = 30;
|
|
if (this.Config.debug)
|
|
warn("on a trouve une base avec best (cut=" + cut + ") = " + best[1]);
|
|
// not good enough.
|
|
if (best[1] < cut)
|
|
return false;
|
|
|
|
var bestIdx = best[0];
|
|
var x = ((bestIdx % locateMap.width) + 0.5) * gameState.cellSize;
|
|
var z = (Math.floor(bestIdx / locateMap.width) + 0.5) * gameState.cellSize;
|
|
|
|
// Define a minimal number of wanted ships in the seas reaching this new base
|
|
var index = gameState.ai.accessibility.getAccessValue([x,z]);
|
|
for each (var base in this.baseManagers)
|
|
{
|
|
if (base.anchor && base.accessIndex !== index)
|
|
{
|
|
var sea = this.getSeaIndex(gameState, base.accessIndex, index);
|
|
if (sea !== undefined)
|
|
this.navalManager.setMinimalTransportShips(gameState, sea, 2);
|
|
}
|
|
}
|
|
|
|
return [x,z];
|
|
};
|
|
|
|
// Returns the best position to build a new Civil Centre
|
|
// Whose primary function would be to assure territorial continuity with our allies
|
|
m.HQ.prototype.findStrategicCCLocation = function(gameState)
|
|
{
|
|
// This builds a map. The procedure is fairly simple.
|
|
// We minimize the Sum((dist-300)**2) where the sum is on all allied CC
|
|
// with the constraints that all CC have dist > 200 and at least one have dist < 400
|
|
// This needs at least 2 CC. Otherwise, go back to economic CC.
|
|
|
|
// TODO add CC foundations (needed for allied)
|
|
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
|
|
var numAllyCC = 0;
|
|
for each (var cc in ccEnts)
|
|
if (gameState.isPlayerAlly(cc.owner()))
|
|
numAllyCC += 1;
|
|
if (numAllyCC < 2)
|
|
return this.findEconomicCCLocation(gameState, "wood", true);
|
|
|
|
// obstruction map
|
|
var obstructions = m.createObstructionMap(gameState, 0);
|
|
obstructions.expandInfluences();
|
|
|
|
var map = {};
|
|
var width = this.territoryMap.width;
|
|
|
|
for (var j = 0; j < this.territoryMap.length; ++j)
|
|
{
|
|
if (this.territoryMap.getOwnerIndex(j) !== 0 || this.borderMap.map[j] === 2)
|
|
continue;
|
|
|
|
var ix = j%width;
|
|
var iy = Math.floor(j/width);
|
|
var pos = [ix+0.5, iy+0.5];
|
|
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
|
|
// We require that it is accessible from our starting position if not a naval map
|
|
var index = gameState.ai.accessibility.getAccessValue(pos);
|
|
if (this.allowedRegions.indexOf(index) === -1)
|
|
continue;
|
|
|
|
// checking distances to other cc
|
|
var minDist = Math.min();
|
|
var sumDelta = 0;
|
|
for each (var cc in ccEnts)
|
|
{
|
|
var ccPos = cc.position();
|
|
var dist = API3.SquareVectorDistance(ccPos, pos);
|
|
if (dist < 14000) // Reject if too near from any cc
|
|
{
|
|
minDist = 0;
|
|
break;
|
|
}
|
|
if (!gameState.isPlayerAlly(cc.owner()))
|
|
continue;
|
|
if (dist < 40000) // Reject if quite near from ally cc
|
|
{
|
|
minDist = 0;
|
|
break;
|
|
}
|
|
var delta = Math.sqrt(dist) - 300;
|
|
if (cc.owner === PlayerID) // small preference territory continuity with our territory
|
|
delta = 1.05*delta; // rather than ally one
|
|
sumDelta += delta*delta;
|
|
if (dist < minDist)
|
|
minDist = dist;
|
|
}
|
|
if (minDist < 1 || (minDist > 170000 && !this.navalMap))
|
|
continue;
|
|
|
|
map[j] = 10 + sumDelta;
|
|
// disfavor border of the map
|
|
if (this.borderMap.map[j] === 1)
|
|
map[j] = map[j] + 10000;
|
|
}
|
|
|
|
var bestIdx = undefined;
|
|
var bestVal = undefined;
|
|
var radius = 6;
|
|
for (var i in map)
|
|
{
|
|
if (obstructions.map[+i] <= radius)
|
|
continue;
|
|
var v = map[i];
|
|
if (bestVal !== undefined && v > bestVal)
|
|
continue;
|
|
bestVal = v;
|
|
bestIdx = i;
|
|
}
|
|
|
|
if (this.Config.debug > 0)
|
|
warn("We've found a strategic base with bestVal = " + bestVal);
|
|
|
|
if (bestVal === undefined)
|
|
return undefined;
|
|
|
|
var x = (bestIdx%width + 0.5) * gameState.cellSize;
|
|
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
|
|
|
|
// Define a minimal number of wanted ships in the seas reaching this new base
|
|
var index = gameState.ai.accessibility.getAccessValue([x,z]);
|
|
for each (var base in this.baseManagers)
|
|
{
|
|
if (base.anchor && base.accessIndex !== index)
|
|
{
|
|
var sea = this.getSeaIndex(gameState, base.accessIndex, index);
|
|
if (sea !== undefined)
|
|
this.navalManager.setMinimalTransportShips(gameState, sea, 2);
|
|
}
|
|
}
|
|
|
|
return [x,z];
|
|
};
|
|
|
|
// Returns the best position to build a new market: if the allies already have a market, build it as far as possible
|
|
// from it, although not in our border to be able to defend it easily. If no allied market, our second market will
|
|
// follow the same logic
|
|
// TODO check that it is on same accessIndex
|
|
m.HQ.prototype.findMarketLocation = function(gameState, template)
|
|
{
|
|
var markets = gameState.getAllyEntities().filter(API3.Filters.byClass("Market")).toEntityArray();
|
|
if (!markets.length)
|
|
markets = gameState.getOwnStructures().filter(API3.Filters.byClass("Market")).toEntityArray();
|
|
|
|
if (!markets.length) // this is the first market. For the time being, place it arbitrarily by the ConstructionPlan
|
|
return [-1, -1, -1];
|
|
|
|
// obstruction map
|
|
var obstructions = m.createObstructionMap(gameState, 0);
|
|
obstructions.expandInfluences();
|
|
|
|
var map = {};
|
|
var width = this.territoryMap.width;
|
|
|
|
for (var j = 0; j < this.territoryMap.length; ++j)
|
|
{
|
|
// do not try on the border of our territory
|
|
if (this.frontierMap.map[j] === 2)
|
|
continue;
|
|
if (this.basesMap.map[j] === 0) // inaccessible cell
|
|
continue;
|
|
|
|
var ix = j%width;
|
|
var iy = Math.floor(j/width);
|
|
var pos = [ix+0.5, iy+0.5];
|
|
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
|
|
|
|
var index = gameState.ai.accessibility.getAccessValue(pos);
|
|
// checking distances to other markets
|
|
var maxDist = 0;
|
|
for each (var market in markets)
|
|
{
|
|
if (template.hasClass("Dock") && market.hasClass("Dock"))
|
|
{
|
|
// TODO check that there are on the same sea. For the time being, we suppose it is true
|
|
}
|
|
else if (gameState.ai.accessibility.getAccessValue(market.position()) !== index)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(market.position(), pos);
|
|
if (dist > maxDist)
|
|
maxDist = dist;
|
|
}
|
|
if (maxDist == 0)
|
|
continue;
|
|
|
|
map[j] = maxDist;
|
|
}
|
|
|
|
var bestIdx = undefined;
|
|
var bestVal = undefined;
|
|
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
|
|
for (var i in map)
|
|
{
|
|
if (obstructions.map[+i] <= radius)
|
|
continue;
|
|
var v = map[i];
|
|
if (bestVal !== undefined && v < bestVal)
|
|
continue;
|
|
bestVal = v;
|
|
bestIdx = i;
|
|
}
|
|
|
|
if (this.Config.debug > 0)
|
|
warn("We found a market position with bestVal = " + bestVal);
|
|
|
|
if (bestVal === undefined) // no constraints. For the time being, place it arbitrarily by the ConstructionPlan
|
|
return [-1, -1, -1];
|
|
|
|
var x = (bestIdx%width + 0.5) * gameState.cellSize;
|
|
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
|
|
return [x, z, this.basesMap.map[bestIdx]];
|
|
};
|
|
|
|
// Returns the best position to build defensive buildings (fortress and towers)
|
|
// Whose primary function is to defend our borders
|
|
m.HQ.prototype.findDefensiveLocation = function(gameState, template)
|
|
{
|
|
// We take the point in our territory which is the nearest to any enemy cc
|
|
// but requiring a minimal distance with our other defensive structures
|
|
// and not in range of any enemy defensive structure to avoid building under fire.
|
|
|
|
var ownStructures = gameState.getOwnStructures().filter(API3.Filters.byClassesOr(["Fortress", "Tower"])).toEntityArray();
|
|
var enemyStructures = gameState.getEnemyStructures().filter(API3.Filters.byClassesOr(["CivCentre", "Fortress", "Tower"])).toEntityArray();
|
|
|
|
// obstruction map
|
|
var obstructions = m.createObstructionMap(gameState, 0);
|
|
obstructions.expandInfluences();
|
|
|
|
var map = {};
|
|
var width = this.territoryMap.width;
|
|
for (var j = 0; j < this.territoryMap.length; ++j)
|
|
{
|
|
// do not try if well inside or outside territory
|
|
if (this.frontierMap.map[j] === 0)
|
|
continue
|
|
if (this.frontierMap.map[j] === 1 && template.hasClass("Tower"))
|
|
continue;
|
|
if (this.basesMap.map[j] === 0) // inaccessible cell
|
|
continue;
|
|
|
|
var ix = j%width;
|
|
var iy = Math.floor(j/width);
|
|
var pos = [ix+0.5, iy+0.5];
|
|
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
|
|
// checking distances to other structures
|
|
var minDist = Math.min();
|
|
for each (var str in enemyStructures)
|
|
{
|
|
if (str.foundationProgress() !== undefined)
|
|
continue;
|
|
var strPos = str.position();
|
|
if (!strPos)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(strPos, pos);
|
|
if (dist < 6400) // TODO check on true attack range instead of this 80*80
|
|
{
|
|
minDist = -1;
|
|
break;
|
|
}
|
|
if (str.hasClass("CivCentre") && dist < minDist)
|
|
minDist = dist;
|
|
}
|
|
if (minDist < 0)
|
|
continue;
|
|
|
|
for each (var str in ownStructures)
|
|
{
|
|
var strPos = str.position();
|
|
if (!strPos)
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(strPos, pos);
|
|
if ((template.hasClass("Tower") && str.hasClass("Tower")) || (template.hasClass("Fortress") && str.hasClass("Fortress")))
|
|
var cutDist = 4225; // TODO check on true buildrestrictions instead of this 65*65
|
|
else
|
|
var cutDist = 900; // 30*30 TODO maybe increase it
|
|
if (dist < cutDist)
|
|
{
|
|
minDist = -1;
|
|
break;
|
|
}
|
|
}
|
|
if (minDist < 0)
|
|
continue;
|
|
|
|
map[j] = minDist;
|
|
}
|
|
|
|
var bestIdx = undefined;
|
|
var bestVal = undefined;
|
|
if (template.hasClass("Fortress"))
|
|
var radius = Math.floor(template.obstructionRadius() / gameState.cellSize) + 2;
|
|
else
|
|
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
|
|
|
|
for (var j in map)
|
|
{
|
|
if (obstructions.map[+j] <= radius)
|
|
continue;
|
|
var v = map[j];
|
|
if (bestVal !== undefined && v > bestVal)
|
|
continue;
|
|
bestVal = v;
|
|
bestIdx = j;
|
|
}
|
|
|
|
if (bestVal === undefined)
|
|
return undefined;
|
|
|
|
var x = (bestIdx%width + 0.5) * gameState.cellSize;
|
|
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
|
|
return [x, z, this.basesMap.map[bestIdx]];
|
|
};
|
|
|
|
m.HQ.prototype.buildTemple = function(gameState, queues)
|
|
{
|
|
if (gameState.currentPhase() < 3 || queues.economicBuilding.countQueuedUnits() !== 0 ||
|
|
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_temple"), true) !== 0)
|
|
return;
|
|
if (!this.canBuild(gameState, "structures/{civ}_temple"))
|
|
return;
|
|
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_temple"));
|
|
// add the health regeneration to the research we want.
|
|
if (!gameState.isResearched("health_regen_units") && !gameState.isResearching("health_regen_units"))
|
|
queues.minorTech.addItem(new m.ResearchPlan(gameState, "health_regen_units"));
|
|
};
|
|
|
|
m.HQ.prototype.buildMarket = function(gameState, queues)
|
|
{
|
|
if (gameState.getPopulation() < this.Config.Economy.popForMarket ||
|
|
queues.economicBuilding.countQueuedUnitsWithClass("BarterMarket") !== 0 ||
|
|
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market"), true) !== 0)
|
|
return;
|
|
if (!this.canBuild(gameState, "structures/{civ}_market"))
|
|
return;
|
|
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_market"));
|
|
};
|
|
|
|
// Build a farmstead to go to town phase faster and prepare for research. Only really active on higher diff mode.
|
|
m.HQ.prototype.buildFarmstead = function(gameState, queues)
|
|
{
|
|
// Only build one farmstead for the time being ("DropsiteFood" does not refer to CCs)
|
|
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_farmstead"), true) > 0)
|
|
return;
|
|
// Wait to have at least one dropsite and house before the farmstead
|
|
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_storehouse"), true) == 0)
|
|
return;
|
|
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_house"), true) == 0)
|
|
return;
|
|
if (queues.economicBuilding.countQueuedUnitsWithClass("DropsiteFood") > 0)
|
|
return;
|
|
if (!this.canBuild(gameState, "structures/{civ}_farmstead"))
|
|
return;
|
|
|
|
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_farmstead"));
|
|
// add the farming plough to the research we want.
|
|
if (!gameState.isResearched("gather_farming_plows") && !gameState.isResearching("gather_farming_plows"))
|
|
queues.minorTech.addItem(new m.ResearchPlan(gameState, "gather_farming_plows"));
|
|
};
|
|
|
|
// TODO: generic this, probably per-base
|
|
m.HQ.prototype.buildDock = function(gameState, queues)
|
|
{
|
|
if (!this.navalMap)
|
|
return;
|
|
|
|
if (gameState.getPopulation() > this.Config.Economy.popForDock)
|
|
{
|
|
if (queues.economicBuilding.countQueuedUnitsWithClass("NavalMarket") === 0 &&
|
|
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_dock"), true) === 0)
|
|
{
|
|
// var tp = ""
|
|
// if (gameState.civ() == "cart" && gameState.currentPhase() > 1)
|
|
// tp = "structures/{civ}_super_dock";
|
|
// else if (gameState.civ() !== "cart")
|
|
// tp = "structures/{civ}_dock";
|
|
if (this.canBuild(gameState, "structures/{civ}_dock"))
|
|
{
|
|
var remaining = this.navalManager.getUnconnectedSeas(gameState, this.baseManagers[1].accessIndex);
|
|
for each (var sea in remaining)
|
|
{
|
|
if (this.navalRegions.indexOf(sea) !== -1)
|
|
{
|
|
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_dock", { "base": 1, "sea": sea }));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// build more houses if needed.
|
|
// kinda ugly, lots of special cases to both build enough houses but not tooo many…
|
|
m.HQ.prototype.buildMoreHouses = function(gameState,queues)
|
|
{
|
|
if (gameState.getPopulationMax() <= gameState.getPopulationLimit())
|
|
return;
|
|
|
|
var numPlanned = queues.house.length();
|
|
if (numPlanned < 3 || (numPlanned < 5 && gameState.getPopulation() > 80))
|
|
{
|
|
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_house");
|
|
// make the difficulty available to the isGo function without having to pass it as argument
|
|
var difficulty = this.Config.difficulty;
|
|
var self = this;
|
|
// change the starting condition to "less than 15 slots left".
|
|
plan.isGo = function (gameState) {
|
|
if (!self.canBuild(gameState, "structures/{civ}_house"))
|
|
return false;
|
|
if (gameState.getPopulationMax() <= gameState.getPopulationLimit())
|
|
return false;
|
|
var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true);
|
|
|
|
var freeSlots = 0;
|
|
// TODO how to modify with tech
|
|
var popBonus = gameState.getTemplate(gameState.applyCiv("structures/{civ}_house")).getPopulationBonus();
|
|
freeSlots = gameState.getPopulationLimit() + HouseNb*popBonus - gameState.getPopulation();
|
|
if (gameState.getPopulation() > 55 && difficulty > 1)
|
|
return (freeSlots <= 21);
|
|
else if (gameState.getPopulation() >= 30 && difficulty > 0)
|
|
return (freeSlots <= 15);
|
|
else
|
|
return (freeSlots <= 10);
|
|
};
|
|
queues.house.addItem(plan);
|
|
}
|
|
|
|
if (numPlanned > 0 && this.econState == "townPhasing")
|
|
{
|
|
var count = gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length;
|
|
var index = this.stopBuilding.indexOf(gameState.applyCiv("structures/{civ}_house"));
|
|
if (count < 5 && index !== -1)
|
|
{
|
|
if (this.Config.debug > 0)
|
|
warn("no room to place a house ... try to be less restrictive");
|
|
this.stopBuilding.splice(index, 1);
|
|
this.requireHouses = true;
|
|
}
|
|
var houseQueue = queues.house.queue;
|
|
for (var i = 0; i < numPlanned; ++i)
|
|
{
|
|
if (houseQueue[i].isGo(gameState))
|
|
++count;
|
|
else if (count < 5)
|
|
{
|
|
houseQueue[i].isGo = function () { return true; };
|
|
++count;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.requireHouses && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length >= 5)
|
|
this.requireHouses = undefined;
|
|
|
|
// Change house priority if needed
|
|
var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true);
|
|
var freeSlots = 0;
|
|
var popBonus = gameState.getTemplate(gameState.applyCiv("structures/{civ}_house")).getPopulationBonus();
|
|
freeSlots = gameState.getPopulationLimit() + HouseNb*popBonus - gameState.getPopulation();
|
|
if (freeSlots < 5)
|
|
{
|
|
var priority = 2*this.Config.priorities.house;
|
|
var index = this.stopBuilding.indexOf(gameState.applyCiv("structures/{civ}_house"));
|
|
if (index !== -1 && queues.minorTech.length() === 0)
|
|
{
|
|
if (this.Config.debug > 0)
|
|
warn("no room to place a house ... try to improve with research");
|
|
var techs = gameState.findAvailableTech();
|
|
for each (var tech in techs)
|
|
{
|
|
if (!tech[1]._template.modifications)
|
|
continue;
|
|
// TODO may-be loop on all modifs and check if the effect if positive ?
|
|
if (tech[1]._template.modifications[0].value !== "Cost/PopulationBonus")
|
|
continue;
|
|
if (this.Config.debug > 0)
|
|
warn(" ... ok we've found the " + tech[0] + " tech");
|
|
queues.minorTech.addItem(new m.ResearchPlan(gameState, tech[0]));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
var priority = this.Config.priorities.house;
|
|
if (priority !== gameState.ai.queueManager.getPriority("house"))
|
|
gameState.ai.queueManager.changePriority("house", priority);
|
|
};
|
|
|
|
// checks the status of the territory expansion. If no new economic bases created, build some strategic ones.
|
|
m.HQ.prototype.checkBaseExpansion = function(gameState,queues)
|
|
{
|
|
if (queues.civilCentre.length() > 0)
|
|
return;
|
|
// first expand if we have not enough room available for buildings
|
|
if (this.stopBuilding.length > 1)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
warn("try to build a new base because not enough room to build " + uneval(this.stopBuilding));
|
|
this.buildNewBase(gameState, queues);
|
|
return;
|
|
}
|
|
// then expand if we have lots of units
|
|
var numUnits = gameState.getOwnUnits().length;
|
|
var numCCs = gameState.countEntitiesByType(gameState.applyCiv(this.bBase[0]), true);
|
|
if (Math.floor(numUnits/60) >= numCCs)
|
|
{
|
|
if (this.Config.debug > 1)
|
|
warn("try to build a new base because of population " + numUnits + " for " + numCCs + " CCs");
|
|
this.buildNewBase(gameState, queues);
|
|
}
|
|
};
|
|
|
|
m.HQ.prototype.buildNewBase = function(gameState, queues, type)
|
|
{
|
|
if (gameState.currentPhase() === 1 && !gameState.isResearching(gameState.townPhase()))
|
|
return false;
|
|
if (gameState.countFoundationsByType(gameState.applyCiv(this.bBase[0]), true) > 0 || queues.civilCentre.length() > 0)
|
|
return false;
|
|
if (!this.canBuild(gameState, this.bBase[0]))
|
|
return false;
|
|
|
|
// base "-1" means new base.
|
|
if (this.Config.debug > 0)
|
|
warn("new base planned with type " + type);
|
|
queues.civilCentre.addItem(new m.ConstructionPlan(gameState, this.bBase[0], { "base": -1, "type": type }));
|
|
return true;
|
|
};
|
|
|
|
// Deals with building fortresses and towers along our border with enemies.
|
|
m.HQ.prototype.buildDefenses = function(gameState, queues)
|
|
{
|
|
if (gameState.currentPhase() > 2 || gameState.isResearching(gameState.cityPhase()))
|
|
{
|
|
// try to build fortresses
|
|
var fortressType = "structures/{civ}_fortress";
|
|
if (gameState.civ() === "celt")
|
|
{
|
|
if (Math.random() > 0.5)
|
|
fortressType = "structures/{civ}_fortress_b";
|
|
else
|
|
fortressType = "structures/{civ}_fortress_g";
|
|
}
|
|
if (queues.defenseBuilding.length() === 0 && this.canBuild(gameState, fortressType))
|
|
{
|
|
if (gameState.civ() !== "celt")
|
|
var numFortresses = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress"), true);
|
|
else
|
|
var numFortresses = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress_b"), true)
|
|
+ gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress_g"), true);
|
|
if (gameState.getTimeElapsed() > (1 + 0.10*numFortresses)*this.fortressLapseTime + this.fortressStartTime)
|
|
{
|
|
this.fortressStartTime = gameState.getTimeElapsed();
|
|
queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, fortressType));
|
|
}
|
|
}
|
|
|
|
// let's add a siege building plan to the current attack plan if there is none currently.
|
|
var numSiegeBuilder = 0;
|
|
if (gameState.civ() !== "celt" && gameState.civ() !== "mace" && gameState.civ() !== "maur")
|
|
numSiegeBuilder += gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress"), true);
|
|
if (gameState.civ() === "celt")
|
|
numSiegeBuilder += (gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_b"), true)
|
|
+ gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_g"), true));
|
|
if (gameState.civ() === "mace" || gameState.civ() === "maur" || gameState.civ() === "rome")
|
|
numSiegeBuilder += gameState.countEntitiesByType(gameState.applyCiv(this.bAdvanced[0]), true);
|
|
if (numSiegeBuilder > 0)
|
|
{
|
|
var attack = undefined;
|
|
// There can only be one upcoming attack
|
|
if (this.attackManager.upcomingAttacks["Attack"].length !== 0)
|
|
var attack = this.attackManager.upcomingAttacks["Attack"][0];
|
|
else if (this.attackManager.upcomingAttacks["HugeAttack"].length !== 0)
|
|
var attack = this.attackManager.upcomingAttacks["HugeAttack"][0];
|
|
|
|
if (attack && !attack.unitStat["Siege"])
|
|
attack.addSiegeUnits(gameState);
|
|
}
|
|
}
|
|
|
|
if (gameState.currentPhase() < 2
|
|
|| queues.defenseBuilding.length() !== 0
|
|
|| !this.canBuild(gameState, "structures/{civ}_defense_tower"))
|
|
return;
|
|
|
|
var numTowers = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_defense_tower"), true);
|
|
if (gameState.getTimeElapsed() > (1 + 0.10*numTowers)*this.towerLapseTime + this.towerStartTime)
|
|
{
|
|
this.towerStartTime = gameState.getTimeElapsed();
|
|
queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_defense_tower"));
|
|
}
|
|
// TODO otherwise protect markets and civilcentres
|
|
};
|
|
|
|
m.HQ.prototype.buildBlacksmith = function(gameState, queues)
|
|
{
|
|
if (gameState.getPopulation() < this.Config.Military.popForBlacksmith
|
|
|| queues.militaryBuilding.length() !== 0
|
|
|| gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_blacksmith"), true) > 0)
|
|
return;
|
|
// build a market before the blacksmith
|
|
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market"), true) == 0)
|
|
return;
|
|
|
|
if (this.canBuild(gameState, "structures/{civ}_blacksmith"))
|
|
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_blacksmith"));
|
|
};
|
|
|
|
// Deals with constructing military buildings (barracks, stables…)
|
|
// They are mostly defined by Config.js. This is unreliable since changes could be done easily.
|
|
// TODO: We need to determine these dynamically. Also doesn't build fortresses since the above function does that.
|
|
// TODO: building placement is bad. Choice of buildings is also fairly dumb.
|
|
m.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
|
|
{
|
|
var barrackNb = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_barracks"), true);
|
|
var preferredBase = this.findBestBaseForMilitary(gameState);
|
|
|
|
if (this.canBuild(gameState, "structures/{civ}_barracks") && queues.militaryBuilding.length() === 0)
|
|
{
|
|
// first barracks.
|
|
if (gameState.getPopulation() > this.Config.Military.popForBarracks1 ||
|
|
(this.econState == "townPhasing" && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length < 5))
|
|
{
|
|
if (barrackNb === 0)
|
|
{
|
|
var priority = this.Config.priorities.militaryBuilding;
|
|
gameState.ai.queueManager.changePriority("militaryBuilding", 2*priority);
|
|
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase });
|
|
plan.onStart = function(gameState) { gameState.ai.queueManager.changePriority("militaryBuilding", priority); };
|
|
queues.militaryBuilding.addItem(plan);
|
|
}
|
|
}
|
|
|
|
// second barracks, then 3rd barrack, and optional 4th for some civs as they rely on barracks more.
|
|
if (barrackNb === 1 && gameState.getPopulation() > this.Config.Military.popForBarracks2)
|
|
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase }));
|
|
else if (barrackNb === 2 && gameState.getPopulation() > 125)
|
|
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase" : preferredBase }));
|
|
else if (barrackNb === 3 && (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber"))
|
|
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase" : preferredBase }));
|
|
}
|
|
|
|
//build advanced military buildings
|
|
if (gameState.currentPhase() > 2 && queues.militaryBuilding.length() === 0 && this.bAdvanced.length !== 0)
|
|
{
|
|
var nAdvanced = 0;
|
|
for each (var advanced in this.bAdvanced)
|
|
nAdvanced += gameState.countEntitiesAndQueuedByType(gameState.applyCiv(advanced));
|
|
|
|
if ((nAdvanced === 0 && gameState.getPopulation() > 80) || gameState.getPopulation() > 120)
|
|
{
|
|
for each (var advanced in this.bAdvanced)
|
|
{
|
|
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(advanced), true) < 1 && this.canBuild(gameState, advanced))
|
|
{
|
|
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, advanced, { "preferredBase" : preferredBase }));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Construct military building in bases nearest to the ennemies TODO revisit as the nearest one may not be accessible
|
|
*/
|
|
m.HQ.prototype.findBestBaseForMilitary = function(gameState)
|
|
{
|
|
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
|
|
var bestBase = 1;
|
|
var distMin = Math.min();
|
|
for each (var cc in ccEnts)
|
|
{
|
|
if (cc.owner() != PlayerID)
|
|
continue;
|
|
for each (var cce in ccEnts)
|
|
{
|
|
if (gameState.isPlayerAlly(cce.owner()))
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(cc.position(), cce.position());
|
|
if (dist < distMin)
|
|
{
|
|
bestBase = cc.getMetadata(PlayerID, "base");
|
|
distMin = dist;
|
|
}
|
|
}
|
|
}
|
|
return bestBase;
|
|
};
|
|
|
|
m.HQ.prototype.boostSoldiers = function(gameState)
|
|
{
|
|
if (this.boostedSoldiers)
|
|
return;
|
|
this.boostedSoldiers = true;
|
|
gameState.ai.queueManager.changePriority("citizenSoldier", 5*this.Config.priorities.citizenSoldier);
|
|
// Reset accounts from all other queues
|
|
for (var p in gameState.ai.queueManager.queues)
|
|
if (p != "citizenSoldier")
|
|
gameState.ai.queueManager.accounts[p].reset();
|
|
};
|
|
|
|
m.HQ.prototype.unboostSoldiers = function(gameState)
|
|
{
|
|
if (!this.boostedSoldiers)
|
|
return;
|
|
gameState.ai.queueManager.changePriority("citizenSoldier", this.Config.priorities.citizenSoldier);
|
|
this.boostedSoldiers = undefined;
|
|
};
|
|
|
|
m.HQ.prototype.canBuild = function(gameState, structure)
|
|
{
|
|
var type = gameState.applyCiv(structure);
|
|
// available room to build it
|
|
if (this.stopBuilding.indexOf(type) !== -1)
|
|
return false;
|
|
|
|
// build limits
|
|
var template = gameState.getTemplate(type);
|
|
if (!template.available(gameState))
|
|
return false;
|
|
var limits = gameState.getEntityLimits();
|
|
for (var limitClass in limits)
|
|
if (template.hasClass(limitClass) && gameState.getOwnStructures().filter(API3.Filters.byClass(limitClass)).length >= limits[limitClass])
|
|
return false;
|
|
|
|
return true;
|
|
};
|
|
|
|
m.HQ.prototype.updateTerritories = function(gameState)
|
|
{
|
|
// TODO may-be update also when territory decreases. For the moment, only increases are taking into account
|
|
if (this.lastTerritoryUpdate == gameState.ai.playedTurn)
|
|
return;
|
|
this.lastTerritoryUpdate = gameState.ai.playedTurn;
|
|
|
|
var width = this.territoryMap.width;
|
|
var expansion = false;
|
|
for (var j = 0; j < this.territoryMap.length; ++j)
|
|
{
|
|
if (this.borderMap.map[j] === 2)
|
|
continue;
|
|
if (this.territoryMap.getOwnerIndex(j) !== PlayerID)
|
|
{
|
|
if (this.basesMap.map[j] === 0)
|
|
continue;
|
|
var baseID = this.basesMap.map[j];
|
|
var index = this.baseManagers[baseID].territoryIndices.indexOf(j);
|
|
if (index === -1)
|
|
{
|
|
warn(" problem in headquarters::updateTerritories for base " + baseID);
|
|
continue;
|
|
}
|
|
this.baseManagers[baseID].territoryIndices.splice(index, 1);
|
|
this.basesMap.map[j] = 0;
|
|
}
|
|
else if (this.basesMap.map[j] === 0)
|
|
{
|
|
var distmin = Math.min();
|
|
var baseID = undefined;
|
|
var ix = j%width;
|
|
var iy = Math.floor(j/width);
|
|
|
|
var pos = [ix+0.5, iy+0.5];
|
|
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
|
|
for each (var base in this.baseManagers)
|
|
{
|
|
if (!base.anchor || !base.anchor.position())
|
|
continue;
|
|
if (base.accessIndex !== gameState.ai.accessibility.getAccessValue(pos))
|
|
continue;
|
|
var dist = API3.SquareVectorDistance(base.anchor.position(), pos);
|
|
if (dist >= distmin)
|
|
continue;
|
|
distmin = dist;
|
|
baseID = base.ID;
|
|
}
|
|
if (!baseID)
|
|
continue;
|
|
this.baseManagers[baseID].territoryIndices.push(j);
|
|
this.basesMap.map[j] = baseID;
|
|
expansion = true;
|
|
}
|
|
}
|
|
|
|
this.frontierMap = m.createFrontierMap(gameState, this.borderMap);
|
|
|
|
if (!expansion)
|
|
return;
|
|
// We've increased our territory, so we may have some new room to build
|
|
if (this.Config.debug > 1)
|
|
warn(" buildings stopped " + uneval(this.stopBuilding));
|
|
this.stopBuilding = [];
|
|
};
|
|
|
|
// TODO: use pop(). Currently unused as this is too gameable.
|
|
m.HQ.prototype.garrisonAllFemales = function(gameState)
|
|
{
|
|
var buildings = gameState.getOwnStructures().filter(API3.Filters.byCanGarrison()).toEntityArray();
|
|
var females = gameState.getOwnUnits().filter(API3.Filters.byClass("Support"));
|
|
|
|
var cache = {};
|
|
|
|
females.forEach( function (ent) {
|
|
if (!ent.position())
|
|
return;
|
|
for (var i in buildings)
|
|
{
|
|
var struct = buildings[i];
|
|
if (!cache[struct.id()])
|
|
cache[struct.id()] = 0;
|
|
if (struct.garrisoned() && struct.garrisonMax() - struct.garrisoned().length - cache[struct.id()] > 0)
|
|
{
|
|
ent.garrison(struct);
|
|
cache[struct.id()]++;
|
|
break;
|
|
}
|
|
}
|
|
});
|
|
this.hasGarrisonedFemales = true;
|
|
};
|
|
|
|
m.HQ.prototype.ungarrisonAll = function(gameState) {
|
|
this.hasGarrisonedFemales = false;
|
|
var buildings = gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Structure"),API3.Filters.byCanGarrison())).toEntityArray();
|
|
buildings.forEach( function (struct) {
|
|
if (struct.garrisoned() && struct.garrisoned().length)
|
|
struct.unloadAll();
|
|
});
|
|
};
|
|
|
|
// Count gatherers returning resources in the number of gatherers of resourceSupplies
|
|
// to prevent the AI always reaffecting idle workers to these resourceSupplies (specially in naval maps).
|
|
m.HQ.prototype.assignGatherers = function(gameState)
|
|
{
|
|
for each (var base in this.baseManagers)
|
|
{
|
|
base.workers.forEach( function (worker) {
|
|
if (worker.unitAIState().split(".")[1] !== "RETURNRESOURCE")
|
|
return;
|
|
var orders = worker.unitAIOrderData();
|
|
if (orders.length < 2 || !orders[1].target || orders[1].target !== worker.getMetadata(PlayerID, "supply"))
|
|
return;
|
|
m.AddTCGatherer(gameState, orders[1].target);
|
|
});
|
|
}
|
|
};
|
|
|
|
// Some functions are run every turn
|
|
// Others once in a while
|
|
m.HQ.prototype.update = function(gameState, queues, events)
|
|
{
|
|
Engine.ProfileStart("Headquarters update");
|
|
|
|
this.territoryMap = m.createTerritoryMap(gameState);
|
|
|
|
if (this.Config.debug > 0)
|
|
{
|
|
gameState.getOwnUnits().forEach (function (ent) {
|
|
if (!ent.hasClass("CitizenSoldier") || ent.hasClass("Cavalry"))
|
|
return;
|
|
if (!ent.position())
|
|
return;
|
|
var idlePos = ent.setMetadata(PlayerID, "idlePos");
|
|
if (idlePos === undefined || idlePos[0] !== ent.position()[0] || idlePos[1] !== ent.position()[1])
|
|
{
|
|
ent.setMetadata(PlayerID, "idlePos", ent.position());
|
|
ent.setMetadata(PlayerID, "idleTim", gameState.ai.playedTurn);
|
|
return;
|
|
}
|
|
if (gameState.ai.playedTurn - ent.getMetadata(PlayerID, "idleTim") < 50)
|
|
return;
|
|
warn(" unit idle since " + (gameState.ai.playedTurn-ent.getMetadata(PlayerID, "lastIdle")) + " turns");
|
|
warn(" unitai state " + ent.unitAIState());
|
|
warn(" >>> base " + ent.getMetadata(PlayerID, "base"));
|
|
warn(" >>> role " + ent.getMetadata(PlayerID, "role"));
|
|
warn(" >>> subrole " + ent.getMetadata(PlayerID, "subrole"));
|
|
warn(" >>> gather-type " + ent.getMetadata(PlayerID, "gather-type"));
|
|
warn(" >>> target-foundation " + ent.getMetadata(PlayerID, "target-foundation"));
|
|
warn(" >>> PartOfArmy " + ent.getMetadata(PlayerID, "PartOfArmy"));
|
|
warn(" >>> plan " + ent.getMetadata(PlayerID, "plan"));
|
|
warn(" >>> transport " + ent.getMetadata(PlayerID, "transport"));
|
|
ent.setMetadata(PlayerID, "idleTim", gameState.ai.playedTurn);
|
|
});
|
|
}
|
|
|
|
this.checkEvents(gameState,events,queues);
|
|
|
|
// TODO find a better way to update
|
|
if (this.phaseStarted && gameState.currentPhase() === this.phaseStarted)
|
|
{
|
|
this.phaseStarted = undefined;
|
|
this.updateTerritories(gameState);
|
|
}
|
|
else if (gameState.ai.playedTurn - this.lastTerritoryUpdate > 100)
|
|
this.updateTerritories(gameState);
|
|
|
|
this.trainMoreWorkers(gameState, queues);
|
|
|
|
if (gameState.ai.playedTurn % 2 === 1)
|
|
this.buildMoreHouses(gameState,queues);
|
|
|
|
if (gameState.ai.playedTurn % 4 === 2)
|
|
this.buildFarmstead(gameState, queues);
|
|
|
|
if (this.navalMap)
|
|
this.buildDock(gameState, queues);
|
|
|
|
if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1)
|
|
this.tryResearchTechs(gameState,queues);
|
|
|
|
if (gameState.currentPhase() > 1)
|
|
{
|
|
// sandbox doesn't expand
|
|
if (this.Config.difficulty > 0 && gameState.ai.playedTurn % 10 === 7)
|
|
this.checkBaseExpansion(gameState, queues);
|
|
|
|
this.buildMarket(gameState, queues);
|
|
this.buildBlacksmith(gameState, queues);
|
|
this.buildTemple(gameState, queues);
|
|
|
|
if (this.Config.difficulty > 1)
|
|
this.tradeManager.update(gameState, queues);
|
|
}
|
|
|
|
this.garrisonManager.update(gameState, events);
|
|
this.defenseManager.update(gameState, events);
|
|
|
|
this.constructTrainingBuildings(gameState, queues);
|
|
|
|
if (this.Config.difficulty > 0)
|
|
this.buildDefenses(gameState, queues);
|
|
|
|
this.assignGatherers(gameState);
|
|
for (var i in this.baseManagers)
|
|
{
|
|
this.baseManagers[i].checkEvents(gameState, events, queues);
|
|
if (((+i + gameState.ai.playedTurn)%(m.playerGlobals[PlayerID].uniqueIDBases - 1)) === 0)
|
|
this.baseManagers[i].update(gameState, queues, events);
|
|
}
|
|
|
|
this.navalManager.update(gameState, queues, events);
|
|
|
|
if (this.Config.difficulty > 0)
|
|
this.attackManager.update(gameState, queues, events);
|
|
|
|
Engine.ProfileStop(); // Heaquarters update
|
|
};
|
|
|
|
return m;
|
|
|
|
}(PETRA);
|