0ad/binaries/data/mods/public/simulation/ai/petra/headquarters.js
2014-03-24 22:33:50 +00:00

1616 lines
55 KiB
JavaScript

var PETRA = function(m)
{
/* Headquarters
* Deal with high level logic for the AI. Most of the interesting stuff gets done here.
* Some tasks:
-defining RESS needs
-BO decisions.
> training workers
> building stuff (though we'll send that to bases)
> researching
-picking strategy (specific manager?)
-diplomacy (specific manager?)
-planning attacks
-picking new CC locations.
*/
m.HQ = function(Config)
{
this.Config = Config;
this.targetNumBuilders = this.Config.Economy.targetNumBuilders; // number of workers we want building stuff
this.dockStartTime = this.Config.Economy.dockStartTime * 1000;
this.dockFailed = false; // sanity check
this.waterMap = false; // set by the aegis.js file.
this.econState = "growth"; // existing values: growth, townPhasing.
this.phaseStarted = undefined;
// cache the rates.
this.wantedRates = { "food": 0, "wood": 0, "stone":0, "metal": 0 };
this.currentRates = { "food": 0, "wood": 0, "stone":0, "metal": 0 };
// this means we'll have about a big third of women, and thus we can maximize resource gathering rates.
this.femaleRatio = this.Config.Economy.femaleRatio;
this.lastTerritoryUpdate = -1;
this.stopBuilding = []; // list of buildings to stop (temporarily) production because no room
this.towerStartTime = 0;
this.towerLapseTime = this.Config.Military.towerLapseTime * 1000;
this.fortressStartTime = 0;
this.fortressLapseTime = this.Config.Military.fortressLapseTime * 1000;
this.baseManagers = {};
this.attackManager = new m.AttackManager(this.Config);
this.defenseManager = new m.DefenseManager(this.Config);
this.tradeManager = new m.TradeManager(this.Config);
this.navalManager = new m.NavalManager();
this.boostedSoldiers = undefined;
};
// More initialisation for stuff that needs the gameState
m.HQ.prototype.init = function(gameState, queues)
{
// initialize base map. Each pixel is a base ID, or 0 if not or not accessible
this.basesMap = new API3.Map(gameState.sharedScript);
// area of 10 cells on the border of the map : 0=inside map, 1=border map, 2=outside map
this.borderMap = m.createBorderMap(gameState);
// initialize frontier map. Each cell is 2 if on the near frontier, 1 on the frontier and 0 otherwise
this.frontierMap = m.createFrontierMap(gameState, this.borderMap);
if (this.Config.difficulty === 0)
this.targetNumWorkers = Math.max(1, Math.min(40, Math.floor(gameState.getPopulationMax())));
else if (this.Config.difficulty === 1)
this.targetNumWorkers = Math.max(1, Math.min(60, Math.floor(gameState.getPopulationMax())));
else
this.targetNumWorkers = Math.max(1, Math.min(120,Math.floor(gameState.getPopulationMax()/3.0)));
// Let's get our initial situation here.
// TODO: improve on this.
// TODO: aknowledge bases, assign workers already.
var ents = gameState.getEntities().filter(API3.Filters.byOwner(PlayerID));
var ccEnts = ents.filter(API3.Filters.byClass("CivCentre")).toEntityArray();
var workersNB = ents.filter(API3.Filters.byClass("Worker")).length;
for (var i = 0; i < ccEnts.length; ++i)
{
this.baseManagers[i+1] = new m.BaseManager(this.Config);
this.baseManagers[i+1].init(gameState);
this.baseManagers[i+1].setAnchor(gameState, ccEnts[i]);
}
this.updateTerritories(gameState);
if (this.baseManagers[1]) // Affects units in the different bases
{
var self = this;
var width = gameState.getMap().width;
ents.forEach( function (ent) {
if (ent.hasClass("Trader"))
this.tradeManager.assignTrader(ent);
var pos = ent.position();
if (!pos)
{
// TODO temporarily assigned to base 1. Certainly a garrisoned unit,
// should assign it to the base of the garrison holder
self.baseManagers[1].assignEntity(ent);
return;
}
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
var id = x + width*z;
for (var i in self.baseManagers)
{
if (self.baseManagers[i].territoryIndices.indexOf(id) === -1)
continue;
self.baseManagers[i].assignEntity(ent);
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
self.baseManagers[i].assignResourceToDropsite(gameState, ent);
return;
}
// entity outside our territory, assign it to base 1
self.baseManagers[1].assignEntity(ent);
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
self.baseManagers[1].assignResourceToDropsite(gameState, ent);
});
}
// we now have enough data to decide on a few things.
// immediatly build a wood dropsite if possible.
if (this.baseManagers[1])
{
var newDP = this.baseManagers[1].findBestDropsiteLocation(gameState, "wood");
if (newDP.quality > 40 && this.canBuild(gameState, "structures/{civ}_storehouse"))
{
queues.dropsites.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_storehouse", { "base": 1 }, newDP.pos));
queues.minorTech.addItem(new m.ResearchPlan(gameState, "gather_capacity_wheelbarrow"));
}
}
this.attackManager.init(gameState, queues);
this.navalManager.init(gameState, queues);
this.defenseManager.init(gameState);
this.tradeManager.init(gameState);
// TODO: change that to something dynamic.
var civ = gameState.playerData.civ;
// load units and buildings from the config files
if (civ in this.Config.buildings.base)
this.bBase = this.Config.buildings.base[civ];
else
this.bBase = this.Config.buildings.base['default'];
if (civ in this.Config.buildings.advanced)
this.bAdvanced = this.Config.buildings.advanced[civ];
else
this.bAdvanced = this.Config.buildings.advanced['default'];
if (civ in this.Config.buildings.fort)
this.bFort = this.Config.buildings.fort[civ];
else
this.bFort = this.Config.buildings.fort['default'];
for (var i in this.bBase)
this.bBase[i] = gameState.applyCiv(this.bBase[i]);
for (var i in this.bAdvanced)
this.bAdvanced[i] = gameState.applyCiv(this.bAdvanced[i]);
for (var i in this.bFort)
this.bFort[i] = gameState.applyCiv(this.bFort[i]);
};
m.HQ.prototype.checkEvents = function (gameState, events, queues)
{
// TODO: probably check stuffs like a base destruction.
var CreateEvents = events["Create"];
var ConstructionEvents = events["ConstructionFinished"];
for (var i in CreateEvents)
{
var evt = CreateEvents[i];
// Let's check if we have a building set to create a new base.
if (evt && evt.entity)
{
var ent = gameState.getEntityById(evt.entity);
if (ent === undefined)
continue; // happens when this message is right before a "Destroy" one for the same entity.
if (ent.isOwn(PlayerID) && ent.getMetadata(PlayerID, "base") === -1)
{
// Okay so let's try to create a new base around this.
var bID = m.playerGlobals[PlayerID].uniqueIDBases;
this.baseManagers[bID] = new m.BaseManager(this.Config);
this.baseManagers[bID].init(gameState, true);
this.baseManagers[bID].setAnchor(gameState, ent);
// Let's get a few units out there to build this.
var builders = this.bulkPickWorkers(gameState, bID, 10);
if (builders !== false)
{
builders.forEach(function (worker) {
worker.setMetadata(PlayerID, "base", bID);
worker.setMetadata(PlayerID, "subrole", "builder");
worker.setMetadata(PlayerID, "target-foundation", ent.id());
});
}
}
}
}
for (var i in ConstructionEvents)
{
var evt = ConstructionEvents[i];
// Let's check if we have a building set to create a new base.
// TODO: move to the base manager.
if (evt.newentity)
{
var ent = gameState.getEntityById(evt.newentity);
if (ent === undefined)
continue; // happens when this message is right before a "Destroy" one for the same entity.
if (ent.isOwn(PlayerID))
{
if (ent.getMetadata(PlayerID, "baseAnchor") == true)
{
var base = ent.getMetadata(PlayerID, "base");
if (this.baseManagers[base].constructing)
this.baseManagers[base].constructing = false;
this.baseManagers[base].anchor = ent;
this.baseManagers[base].buildings.updateEnt(ent);
this.updateTerritories(gameState);
}
else if (ent.hasTerritoryInfluence())
this.updateTerritories(gameState);
}
}
}
};
// Called by the "town phase" research plan once it's started
m.HQ.prototype.OnTownPhase = function(gameState)
{
if (this.Config.difficulty >= 2 && this.femaleRatio > 0.4)
this.femaleRatio = 0.4;
this.phaseStarted = 2;
};
// Called by the "city phase" research plan once it's started
m.HQ.prototype.OnCityPhase = function(gameState)
{
if (this.Config.difficulty >= 2 && this.femaleRatio > 0.3)
this.femaleRatio = 0.3;
this.phaseStarted = 3;
};
// This code trains females and citizen workers, trying to keep close to a ratio of females/CS
// TODO: this should choose a base depending on which base need workers
// TODO: also there are several things that could be greatly improved here.
m.HQ.prototype.trainMoreWorkers = function(gameState, queues)
{
// Get some data.
// Count the workers in the world and in progress
var numFemales = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("units/{civ}_support_female_citizen"), true);
// counting the workers that aren't part of a plan
var numWorkers = 0;
gameState.getOwnUnits().forEach (function (ent) {
if (ent.getMetadata(PlayerID, "role") == "worker" && ent.getMetadata(PlayerID, "plan") == undefined)
numWorkers++;
});
var numInTraining = 0;
gameState.getOwnTrainingFacilities().forEach(function(ent) {
ent.trainingQueue().forEach(function(item) {
if (item.metadata && item.metadata.role && item.metadata.role == "worker" && item.metadata.plan == undefined)
numWorkers += item.count;
numInTraining += item.count;
});
});
var numQueuedF = queues.villager.countQueuedUnits();
var numQueuedS = queues.citizenSoldier.countQueuedUnits();
var numQueued = numQueuedS + numQueuedF;
var numTotal = numWorkers + numQueued;
// If we have too few, train more
// should plan enough to always have females…
// TODO: 15 here should be changed to something more sensible, such as nb of producing buildings.
if (numTotal > this.targetNumWorkers || numQueued > 50 || (numQueuedF > 20 && numQueuedS > 20) || numInTraining > 15)
return;
if (numTotal >= this.Config.Economy.villagePopCap && gameState.currentPhase() === 1 && !gameState.isResearching(gameState.townPhase()))
return;
// default template and size
var template = gameState.applyCiv("units/{civ}_support_female_citizen");
var size = Math.min(5, Math.ceil(numTotal / 10));
// Choose whether we want soldiers instead.
// TODO: we might want to adjust our female ratio.
if ((numFemales+numQueuedF)/numTotal > this.femaleRatio && numQueuedS < 20) {
if (numTotal < 35)
template = this.findBestTrainableUnit(gameState, ["CitizenSoldier", "Infantry"], [ ["cost",1], ["speed",0.5], ["costsResource", 0.5, "stone"], ["costsResource", 0.5, "metal"]]);
else
template = this.findBestTrainableUnit(gameState, ["CitizenSoldier", "Infantry"], [ ["strength",1] ]);
if (!template)
template = gameState.applyCiv("units/{civ}_support_female_citizen");
}
// TODO: perhaps assign them a default resource and check the base according to that.
// base "0" means "auto"
if (template === gameState.applyCiv("units/{civ}_support_female_citizen"))
queues.villager.addItem(new m.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size));
else
queues.citizenSoldier.addItem(new m.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size));
};
// picks the best template based on parameters and classes
m.HQ.prototype.findBestTrainableUnit = function(gameState, classes, parameters) {
var units = gameState.findTrainableUnits(classes);
if (units.length === 0)
return undefined;
units.sort(function(a, b) {// }) {
var aDivParam = 0, bDivParam = 0;
var aTopParam = 0, bTopParam = 0;
for (var i in parameters) {
var param = parameters[i];
if (param[0] == "base") {
aTopParam = param[1];
bTopParam = param[1];
}
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: better the choice algo.
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)
{
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 (var i in this.baseManagers)
for (var type in total)
total[type] += this.baseManagers[i].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 (var i in this.baseManagers)
this.baseManagers[i].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)
{
// 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();
// territory map
var territory = m.createTerritoryMap(gameState);
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
var dpEnts = gameState.getOwnDropsites().toEntityArray();
for (var j = 0; j < locateMap.length; ++j)
{
// We check for our other CCs: the distance must not be too big. Anything bigger will result in scrapping.
// This ensures territorial continuity.
var norm = 0.5; // TODO adjust it, knowing that we will sum 5 maps
if (territory.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
// TODO modify when naval maps
if (gameState.ai.accessibility.getAccessValue(pos) !== gameState.ai.myIndex)
{
norm = 0;
continue;
}
// checking distance to other cc
var minDist = Math.min();
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
{
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.waterMap) // Reject if too far from any allied cc (-> not connected)
continue;
else if (minDist > 130000) // Disfavor if quite far from any allied cc
norm *= 0.5;
for each (var dp in dpEnts)
{
if (dp.hasClass("Elephant"))
continue;
var dpPos = dp.position();
var dist = API3.SquareVectorDistance(dpPos, 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);
}
if (this.Config.debug)
warn("on a trouve une base avec best (cut=60) = " + best[1]);
// not good enough.
if (best[1] < 60)
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;
if (this.Config.debug)
warn(" avec accessIndex " + gameState.ai.myIndex + " new " + gameState.ai.accessibility.getAccessValue([x,z]));
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");
// obstruction map
var obstructions = m.createObstructionMap(gameState, 0);
obstructions.expandInfluences();
// territory map
var territory = m.createTerritoryMap(gameState);
var map = {};
var width = territory.width;
for (var j = 0; j < territory.length; ++j)
{
if (territory.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
// TODO modify when naval maps
if (gameState.ai.accessibility.getAccessValue(pos) !== gameState.ai.myIndex)
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 > 160000)
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)
warn("on a trouve une base strategic avec 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;
if (this.Config.debug)
warn(" avec accessIndex " + gameState.ai.myIndex + " new " + gameState.ai.accessibility.getAccessValue([x,z]));
return [x,z];
};
// 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();
// territory map
var territory = m.createTerritoryMap(gameState);
var map = {};
var width = territory.width;
for (var j = 0; j < territory.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)
{
if ((template.hasClass("Tower") && str.hasClass("Tower")) || (template.hasClass("Fortress") && str.hasClass("Fortress")))
{
var strPos = str.position();
if (!strPos)
continue;
var dist = API3.SquareVectorDistance(strPos, pos);
if (dist < 4225) // TODO check on true buildrestrictions instead of this 65*65
{
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 || gameState.currentPhase() < 2 ||
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 house before the farmstead
if (gameState.countEntitiesByType(gameState.applyCiv("foundation|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.waterMap || this.dockFailed)
return;
if (gameState.getTimeElapsed() > this.dockStartTime) {
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 (tp !== "" && this.canBuild(gameState, tp))
{
var remaining = this.navalManager.getUnconnectedSeas(gameState, this.baseManagers[1].accessIndex);
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, tp, { "base": 1, "sea": remaining[0] }));
}
}
}
};
// Try to barter unneeded resources for needed resources.
// once per turn because the info doesn't update between a turn and fixing isn't worth it.
m.HQ.prototype.tryBartering = function(gameState)
{
var markets = gameState.getOwnEntitiesByType(gameState.applyCiv("structures/{civ}_market"), true).toEntityArray();
if (markets.length === 0)
return false;
// Available resources after account substraction
var available = gameState.ai.queueManager.getAvailableResources(gameState);
var rates = this.GetCurrentGatherRates(gameState)
var prices = gameState.getBarterPrices();
// calculates conversion rates
var getBarterRate = function (prices,buy,sell) { return Math.round(100 * prices["sell"][sell] / prices["buy"][buy]); };
// loop through each queues checking if we could barter and finish a queue quickly.
for (var j in gameState.ai.queues)
{
var queue = gameState.ai.queues[j];
if (queue.paused || queue.length() === 0)
continue;
var account = gameState.ai.queueManager.accounts[j];
var elem = queue.queue[0];
var elemCost = elem.getCost();
for each (var buy in elemCost.types)
{
if (available[buy] >= 0)
continue; // don't care if we still have available resource
var need = elemCost[buy] - account[buy];
if (need <= 0 || 50*rates[buy] > need) // don't care if we don't need resource or our rate is good enough
continue;
if (buy == "food" && need < 400)
continue;
// pick the best resource to barter.
var bestToBarter = undefined;
var bestRate = 0;
for each (var sell in elemCost.types)
{
if (sell === buy)
continue;
// I wanna keep some
if (available[sell] < 130 + need)
continue;
var barterRate = getBarterRate(prices, buy, sell);
if (barterRate > bestRate)
{
bestRate = barterRate;
bestToBarter = otherRess;
}
}
if (bestToBarter !== undefined && bestRate > 10)
{
markets[0].barter(buy, sell, 100);
if (this.Config.debug > 0)
warn("Snipe bartered " + sell +" for " + buy + ", value 100" + " with barterRate " + bestRate);
return true;
}
}
}
// now barter for big needs.
var needs = gameState.ai.queueManager.currentNeeds(gameState);
for each (var buy in needs.types)
{
if (needs[buy] == 0 || needs[buy] < rates[buy]*30) // check if our rate allows to gather it fast enough
continue;
// pick the best resource to barter.
var bestToSell = undefined;
var bestRate = 0;
for each (var sell in needs.types)
{
if (sell === buy)
continue;
if (needs[sell] > 0 || available[sell] < 500) // do not sell if we need it or do not have enough buffer
continue;
var barterRateMin = 70;
if (available > 1000)
barterRateMin = 50;
if (sell === "food")
barterRateMin -= 40;
else if (buy === "food")
barterRateMin += 10;
var barterRate = getBarterRate(prices, buy, sell);
if (barterRate > bestRate && barterRate > barterRateMin)
{
bestRate = barterRate;
bestToSell = sell;
}
}
if (bestToSell !== undefined)
{
markets[0].barter(buy, bestToSell, 100);
if (this.Config.debug > 0)
warn("Gross bartered: sold " + bestToSell +" for " + buy + " >> need sell " + needs[bestToSell]
+ " buy " + needs[buy] + " rate " + rates[buy] + " available sell " + available[bestToSell]
+ " buy " + available[buy] + " barterRate " + bestRate);
return true;
}
}
return false;
};
// Try to setup trade routes TODO complete it
// TODO use also docks (should be counted in Class("Market"), but may be build one when necessary
m.HQ.prototype.buildTradeRoute = function(gameState, queues)
{
var market1 = gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Market"), API3.Filters.not(API3.Filters.isFoundation()))).toEntityArray();
var market2 = gameState.getAllyEntities().filter(API3.Filters.and(API3.Filters.byClass("Market"), API3.Filters.not(API3.Filters.isFoundation()))).toEntityArray();
if (market1.length < 1) // We have to wait ... the first market will be built when needed conditions are satisfied
return false;
var needed = 2;
if (market2.length > 0)
var needed = 1;
if (market1.length < needed)
{
// TODO what to do if market1 is invalid ??? should not happen
if (!market1[0] || !market1[0].position())
return false;
// We require at least two finished bases
if (!this.baseManagers[2] || this.baseManagers[2].constructing)
return false;
if (queues.economicBuilding.countQueuedUnitsWithClass("Market") > 0 ||
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market"), true) >= needed)
return false;
if (!this.canBuild(gameState, "structures/{civ}_market"))
return false;
// We have to build a second market ... try to put it as far as possible from the first one
// TODO improve, for the time being, we affect it to the farthest base
var marketBase = market1[0].getMetadata(PlayerID, "base");
var distmax = -1;
var base = -1;
for (var i in this.baseManagers)
{
if (marketBase === +i)
continue;
if (!this.baseManagers[i].anchor || !this.baseManagers[i].anchor.position())
continue;
var dist = API3.SquareVectorDistance(market1[0].position(), this.baseManagers[i].anchor.position());
if (dist < distmax)
continue;
distmax = dist;
base = +i;
}
if (distmax > 0)
{
if (this.Config.debug)
warn(" a second market will be built in base " + base);
// TODO build also docks when better
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_market", { "base": base }));
}
return false;
}
if (market2.length === 0)
market2 = market1;
var distmax = -1;
var imax = -1;
var jmax = -1;
for each (var m1 in market1)
{
if (!m1.position())
continue;
for each (var m2 in market2)
{
if (m1.id() === m2.id())
continue;
if (!m2.position())
continue;
var dist = API3.SquareVectorDistance(m1.position(), m2.position());
if (dist < distmax)
continue;
distmax = dist;
this.tradeManager.setTradeRoute(m1, m2);
}
}
if (distmax < 0)
{
if (this.Config.debug)
warn("no trade route possible");
return false;
}
if (this.Config.debug)
warn("one trade route set");
return true;
};
// 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())
{
var numPlanned = queues.house.length();
if (numPlanned)
warn(" ######## Houses planned while already max pop !! remove them from queue");
}
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;
var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true);
var freeSlots = 0;
// TODO get this info from PopulationBonus of houses
if (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber" ||
gameState.civ() == "maur" || gameState.civ() == "ptol")
var popBonus = 5;
else
var popBonus = 10;
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 houseQueue = queues.house.queue;
var count = gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length;
for (var i = 0; i < numPlanned; ++i)
{
if (houseQueue[i].isGo(gameState))
++count;
else if (count < 5)
{
houseQueue[i].isGo = function () { return true; };
++count;
}
}
}
};
// checks the status of the territory expansion. If no new economic bases created, build some strategic ones.
m.HQ.prototype.checkBaseExpansion = function(gameState,queues)
{
var numUnits = gameState.getOwnUnits().length;
var numCCs = gameState.countEntitiesByType(gameState.applyCiv(this.bBase[0]), true);
if (Math.floor(numUnits/60) >= numCCs)
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
if (queues.defenseBuilding.length() === 0 && this.canBuild(gameState, this.bFort[0]))
{
var numFortresses = 0;
for (var i in this.bFort)
numFortresses += gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bFort[i]), true);
if (gameState.getTimeElapsed() > (1 + 0.05*numFortresses)*this.fortressLapseTime + this.fortressStartTime)
{
this.fortressStartTime = gameState.getTimeElapsed();
// TODO should affect it to the right base
queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, this.bFort[0]));
}
}
// let's add a siege building plan to the current attack plan if there is none currently.
var numSiegeBuilder = 0;
if (gameState.civ() === "mace")
numSiegeBuilder = gameState.countEntitiesByType(gameState.applyCiv("siege_workshop"), true);
else
for (var i in this.bFort)
numSiegeBuilder += gameState.countEntitiesByType(gameState.applyCiv(this.bFort[i]), true);
if (numSiegeBuilder > 0)
{
if (this.attackManager.upcomingAttacks["CityAttack"].length !== 0)
{
var attack = this.attackManager.upcomingAttacks["CityAttack"][0];
if (!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 + 0.05*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.getTimeElapsed() < this.Config.Military.timeForBlacksmith*1000 || queues.militaryBuilding.length() !== 0
|| gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_blacksmith"), 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 workersNumber = gameState.getOwnEntitiesByRole("worker", true).filter(API3.Filters.not(API3.Filters.byHasMetadata(PlayerID, "plan"))).length;
var barrackNb = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_barracks"), true);
var bestBase = this.findBestBaseForMilitary(gameState);
if (this.canBuild(gameState, "structures/{civ}_barracks"))
{
// first barracks.
if (workersNumber > this.Config.Military.popForBarracks1 || (this.econState == "townPhasing" && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length < 5))
{
if (barrackNb + queues.militaryBuilding.length() < 1)
{
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "base" : bestBase });
plan.onStart = function(gameState) { gameState.ai.queueManager.changePriority("militaryBuilding", 130); };
queues.militaryBuilding.addItem(plan);
}
}
// second barracks.
if (barrackNb < 2 && workersNumber > this.Config.Military.popForBarracks2)
if (queues.militaryBuilding.length() < 1)
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "base" : bestBase }));
// third barracks (optional 4th/5th for some civs as they rely on barracks more.)
if (barrackNb === 2 && barrackNb + queues.militaryBuilding.length() < 3 && workersNumber > 125)
if (queues.militaryBuilding.length() === 0)
{
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "base" : bestBase }));
if (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber")
{
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "base" : bestBase }));
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "base" : bestBase }));
}
}
}
//build advanced military buildings
if (workersNumber >= this.Config.Military.popForBarracks2 - 15 && gameState.currentPhase() > 2){
if (queues.militaryBuilding.length() === 0)
{
var inConst = 0;
for (var i in this.bAdvanced)
inConst += gameState.countFoundationsByType(gameState.applyCiv(this.bAdvanced[i]));
if (inConst == 0 && this.bAdvanced && this.bAdvanced.length !== 0)
{
var i = Math.floor(Math.random() * this.bAdvanced.length);
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bAdvanced[i]), true) < 1 &&
this.canBuild(gameState, this.bAdvanced[i]))
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, this.bAdvanced[i], { "base" : bestBase }));
}
}
}
// build second advanced building except for some civs.
if (gameState.currentPhase() > 2 && gameState.civ() !== "gaul" && gameState.civ() !== "brit" && gameState.civ() !== "iber" && workersNumber > 130)
{
var Const = 0;
for (var i in this.bAdvanced)
Const += gameState.countEntitiesByType(gameState.applyCiv(this.bAdvanced[i]), true);
if (inConst == 1)
{
var i = Math.floor(Math.random() * this.bAdvanced.length);
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(this.bAdvanced[i]), true) < 1 &&
this.canBuild(gameState, this.bAdvanced[i]))
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, this.bAdvanced[i], { "base" : bestBase }));
}
}
};
/**
* 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, val, emergency)
{
if (this.boostedSoldiers && this.boostedSoldiers >= val)
return;
if (!this.boostedSoldiers)
this.nominalSoldierPriority = this.Config.priorities.citizenSoldier;
this.boostedSoldiers = val;
gameState.ai.queueManager.changePriority("citizenSoldier", val);
if (!emergency)
return;
// Emergency: 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.nominalSoldierPriority);
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;
/* if (structure.indexOf("embassy") !== -1)
{
warn(" structure " + structure + " type " + type);
for (var limitClass in limits)
{
warn(" limitClass " + limitClass + " template ? " + template.hasClass(limitClass) + " num " + gameState.countEntitiesAndQueuedByType(type, true) + " limite " + limits[limitClass]);
warn(" ---- autre compte " + gameState.getOwnStructures().filter(API3.Filters.byClass(limitClass)).length);
}
} */
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 territory = m.createTerritoryMap(gameState);
var width = territory.width;
var expansion = false;
for (var j = 0; j < territory.length; ++j)
{
if (this.borderMap.map[j] === 2)
continue;
if (territory.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)
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();
});
};
// Some functions are run every turn
// Others once in a while
m.HQ.prototype.update = function(gameState, queues, events)
{
Engine.ProfileStart("Headquarters update");
if (this.Config.debug > 0)
{
gameState.getOwnUnits().forEach (function (ent) {
return;
if (!ent.isIdle())
{
ent.setMetadata(PlayerID, "lastIdle", undefined);
return;
}
if (ent.hasClass("Animal"))
return;
if (!ent.getMetadata(PlayerID, "lastIdle"))
{
ent.setMetadata(PlayerID, "lastIdle", gameState.ai.playedTurn);
return;
}
if (gameState.ai.playedTurn - ent.getMetadata(PlayerID, "lastIdle") < 20)
return;
warn(" unit idle since " + (gameState.ai.playedTurn-ent.getMetadata(PlayerID, "lastIdle")) + " turns");
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"));
ent.setMetadata(PlayerID, "lastIdle", 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);
// sandbox doesn't expand.
if (this.Config.difficulty !== 0 && gameState.ai.playedTurn % 10 === 7)
this.checkBaseExpansion(gameState, queues);
if (gameState.ai.playedTurn % 2 === 0)
this.buildMoreHouses(gameState,queues);
if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1)
this.tryResearchTechs(gameState,queues);
if (this.Config.difficulty > 1)
{
this.tryBartering(gameState);
if (!this.tradeManager.hasTradeRoute() && gameState.ai.playedTurn % 5 === 2)
this.buildTradeRoute(gameState, queues);
this.tradeManager.update(gameState, queues);
}
this.buildFarmstead(gameState, queues);
this.buildMarket(gameState, queues);
this.buildTemple(gameState, queues);
this.buildDock(gameState, queues); // not if not a water map.
this.constructTrainingBuildings(gameState, queues);
this.buildBlacksmith(gameState, queues);
if (this.Config.difficulty > 0)
this.buildDefenses(gameState, queues);
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);
this.defenseManager.update(gameState, events, this);
if (this.Config.difficulty > 0)
this.attackManager.update(gameState, queues, events);
Engine.ProfileStop(); // Heaquarters update
};
return m;
}(PETRA);