forked from 0ad/0ad
263 lines
8.2 KiB
JavaScript
263 lines
8.2 KiB
JavaScript
var PETRA = function(m)
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{
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// Defines a construction plan, ie a building.
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// We'll try to fing a good position if non has been provided
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m.ConstructionPlan = function(gameState, type, metadata, position)
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{
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if (!m.QueuePlan.call(this, gameState, type, metadata))
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return false;
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this.position = position ? position : 0;
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this.category = "building";
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return true;
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};
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m.ConstructionPlan.prototype = Object.create(m.QueuePlan.prototype);
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// checks other than resource ones.
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// TODO: change this.
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// TODO: if there are specific requirements here, maybe try to do them?
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m.ConstructionPlan.prototype.canStart = function(gameState)
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{
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if (gameState.buildingsBuilt > 0) // do not start another building if already one this turn
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return false;
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if (!this.isGo(gameState))
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return false;
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// TODO: verify numeric limits etc
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if (this.template.requiredTech() && !gameState.isResearched(this.template.requiredTech()))
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{
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return false;
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}
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var builders = gameState.findBuilders(this.type);
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return (builders.length != 0);
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};
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m.ConstructionPlan.prototype.start = function(gameState)
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{
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var builders = gameState.findBuilders(this.type).toEntityArray();
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// We don't care which builder we assign, since they won't actually
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// do the building themselves - all we care about is that there is
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// some unit that can start the foundation
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var pos = this.findGoodPosition(gameState);
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if (!pos){
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if (this.template.hasClass("Naval"))
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gameState.ai.HQ.dockFailed = true;
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gameState.ai.HQ.stopBuilding.push(this.type);
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return;
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}
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this.buildingsBuilt++;
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if (this.metadata === undefined)
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this.metadata = { "base": pos.base };
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else if (this.metadata.base === undefined)
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this.metadata.base = pos.base;
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if (gameState.getTemplate(this.type).buildCategory() === "Dock")
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{
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for (var angle = 0; angle < Math.PI * 2; angle += Math.PI/4)
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builders[0].construct(this.type, pos.x, pos.z, angle, this.metadata);
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}
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else
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{
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// try with the lowest, move towards us unless we're same
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if (pos.x == pos.xx && pos.z == pos.zz)
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builders[0].construct(this.type, pos.x, pos.z, pos.angle, this.metadata);
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else
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{
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for (var step = 0; step <= 1; step += 0.2)
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builders[0].construct(this.type, (step*pos.x + (1-step)*pos.xx), (step*pos.z + (1-step)*pos.zz), pos.angle, this.metadata);
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}
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}
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this.onStart(gameState);
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};
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m.ConstructionPlan.prototype.findGoodPosition = function(gameState)
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{
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var template = gameState.getTemplate(this.type);
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if (!this.position)
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{
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if (template.hasClass("CivCentre"))
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{
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if (this.metadata.type)
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var pos = gameState.ai.HQ.findEconomicCCLocation(gameState, this.metadata.type);
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else
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var pos = gameState.ai.HQ.findStrategicCCLocation(gameState);
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if (pos)
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "xx": pos[0], "zz": pos[1], "base": 0 };
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else
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return false;
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}
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else if (template.hasClass("Tower") || template.hasClass("Fortress"))
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{
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var pos = gameState.ai.HQ.findDefensiveLocation(gameState, template);
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if (pos)
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "xx": pos[0], "zz": pos[1], "base": pos[2] };
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else
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{
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gameState.ai.HQ.stopBuilding.push(this.type);
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return false;
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}
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}
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}
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var cellSize = gameState.cellSize; // size of each tile
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// First, find all tiles that are far enough away from obstructions:
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var obstructionMap = m.createObstructionMap(gameState, 0, template);
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if (template.buildCategory() !== "Dock")
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obstructionMap.expandInfluences();
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//obstructionMap.dumpIm(template.buildCategory() + "_obstructions.png");
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// Compute each tile's closeness to friendly structures:
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var friendlyTiles = new API3.Map(gameState.sharedScript);
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var alreadyHasHouses = false;
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if (this.position) // If a position was specified then place the building as close to it as possible
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{
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var x = Math.floor(this.position[0] / cellSize);
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var z = Math.floor(this.position[1] / cellSize);
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friendlyTiles.addInfluence(x, z, 255);
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}
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else // No position was specified so try and find a sensible place to build
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{
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// give a small > 0 level as the result of addInfluence is constrained to be > 0
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if (this.metadata && this.metadata.base !== undefined)
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{
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var base = this.metadata.base;
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for (var j = 0; j < friendlyTiles.map.length; ++j)
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if (gameState.ai.HQ.basesMap.map[j] === base)
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friendlyTiles.map[j] = 30;
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}
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else
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{
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for (var j = 0; j < friendlyTiles.map.length; ++j)
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if (gameState.ai.HQ.basesMap.map[j] !== 0)
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friendlyTiles.map[j] = 30;
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}
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gameState.getOwnStructures().forEach(function(ent) {
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var pos = ent.position();
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var x = Math.round(pos[0] / cellSize);
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var z = Math.round(pos[1] / cellSize);
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if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf("food") !== -1)
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{
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if (template.hasClass("Field"))
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friendlyTiles.addInfluence(x, z, 20, 50);
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else // If this is not a field add a negative influence because we want to leave this area for fields
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friendlyTiles.addInfluence(x, z, 20, -20);
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}
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else if (template.hasClass("House"))
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{
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if (ent.hasClass("House"))
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{
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friendlyTiles.addInfluence(x, z, 15, 40); // houses are close to other houses
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alreadyHasHouses = true;
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}
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else
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friendlyTiles.addInfluence(x, z, 15, -40); // and further away from other stuffs
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}
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else if (template.hasClass("Farmstead") && !ent.hasClass("Field"))
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friendlyTiles.addInfluence(x, z, 25, -25); // move farmsteads away to make room.
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else if (template.hasClass("GarrisonFortress") && ent.genericName() == "House")
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friendlyTiles.addInfluence(x, z, 30, -50);
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else if (template.hasClass("Military"))
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friendlyTiles.addInfluence(x, z, 10, -40);
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});
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if (template.hasClass("Farmstead"))
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{
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for (var j = 0; j < friendlyTiles.map.length; ++j)
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{
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var value = friendlyTiles.map[j] - (gameState.sharedScript.resourceMaps["wood"].map[j])/3;
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friendlyTiles.map[j] = value >= 0 ? value : 0;
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if (gameState.ai.HQ.borderMap.map[j] > 0)
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friendlyTiles.map[j] /= 2; // we need space around farmstead, so disfavor map border
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}
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}
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}
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// requires to be inside our territory, and inside our base territory if required
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if (this.metadata && this.metadata.base !== undefined)
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{
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var base = this.metadata.base;
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for (var j = 0; j < friendlyTiles.map.length; ++j)
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if (gameState.ai.HQ.basesMap.map[j] !== base)
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friendlyTiles.map[j] = 0;
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}
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else
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{
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for (var j = 0; j < friendlyTiles.map.length; ++j)
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if (gameState.ai.HQ.basesMap.map[j] === 0)
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friendlyTiles.map[j] = 0;
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}
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// Find target building's approximate obstruction radius, and expand by a bit to make sure we're not too close, this
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// allows room for units to walk between buildings.
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// note: not for houses and dropsites who ought to be closer to either each other or a resource.
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// also not for fields who can be stacked quite a bit
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var radius = 0;
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if (template.hasClass("Fortress") || this.type == "structures/{civ}_siege_workshop")
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radius = Math.floor(template.obstructionRadius() / cellSize) + 3;
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else if (template.buildCategory() === "Dock")
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radius = 1;
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else if (template.resourceDropsiteTypes() === undefined)
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radius = Math.ceil(template.obstructionRadius() / cellSize) + 1;
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else
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radius = Math.ceil(template.obstructionRadius() / cellSize);
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// Find the best non-obstructed
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if (template.hasClass("House") && !alreadyHasHouses)
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{
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// try to get some space first
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var bestTile = friendlyTiles.findBestTile(10, obstructionMap);
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var bestIdx = bestTile[0];
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var bestVal = bestTile[1];
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}
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if (bestVal === undefined || bestVal === -1)
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{
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var bestTile = friendlyTiles.findBestTile(radius, obstructionMap);
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var bestIdx = bestTile[0];
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var bestVal = bestTile[1];
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}
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if (bestVal <= 0)
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{
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gameState.ai.HQ.stopBuilding.push(this.type);
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return false;
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}
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var x = ((bestIdx % friendlyTiles.width) + 0.5) * cellSize;
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var z = (Math.floor(bestIdx / friendlyTiles.width) + 0.5) * cellSize;
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if (template.hasClass("House") || template.hasClass("Field") || template.resourceDropsiteTypes() !== undefined)
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var secondBest = obstructionMap.findLowestNeighbor(x,z);
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else
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var secondBest = [x,z];
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// default angle = 3*Math.PI/4;
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return { "x": x, "z": z, "angle": 3*Math.PI/4, "xx": secondBest[0], "zz": secondBest[1], "base": gameState.ai.HQ.basesMap.map[bestIdx] };
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};
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return m;
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}(PETRA);
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