0ad/binaries/data/mods/public/simulation/ai/jubot/military.js
2011-05-01 15:02:33 +00:00

764 lines
26 KiB
JavaScript

/*
* Military strategy:
* * Try training an attack squad of a specified size
* * When it's the appropriate size, send it to attack the enemy
* * Repeat forever
*
*/
var MilitaryAttackManager = Class({
_init: function()
{
this.baserate = 11;
this.defsquad = 10;
this.defsquadmin = 2;
this.findatype = 1;
this.killstrat = 0;
this.changetime = 60*1000;
this.changetimeReg = 60*5000;
this.changetimeRegDef = 60*5000;
this.attacknumbers = 0.4
this.squadTypes = [
"units/{civ}_infantry_spearman_b",
"units/{civ}_infantry_javelinist_b",
// "units/{civ}_infantry_archer_b", // TODO: should only include this if hele
];
},
/**
* Returns the unit type we should begin training.
* (Currently this is whatever we have least of.)
*/
findBestNewUnit: function(gameState)
{
// Count each type
var types = [];
for each (var t in this.squadTypes)
types.push([t, gameState.countEntitiesAndQueuedWithType(t)]);
// Sort by increasing count
types.sort(function (a, b) { return a[1] - b[1]; });
// TODO: we shouldn't return units that we don't have any
// buildings capable of training
// Let's make this shizz random...
var randomiser = Math.floor(Math.random()*types.length);
return types[randomiser][0];
},
regroup: function(gameState, planGroups)
{
if (gameState.getTimeElapsed() > this.changetimeReg && this.killstrat != 3){
var regroupneeded = gameState.getOwnEntitiesWithRole("attack");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("fighting");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending");
});
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
// TODO: this should be an attack-move command
regroupneededPartB.move(targetPos[0], targetPos[1]);
}
// Wait 4 mins to do this again.
this.changetimeReg = this.changetimeReg + (60*4000);
}
else if (gameState.getTimeElapsed() > this.changetimeReg && this.killstrat == 3){
var regroupneeded = gameState.getOwnEntitiesWithRole("attack");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
ent.setMetadata("role", "attack-pending_3p1");
}
else if (section < 0.6){
ent.setMetadata("role", "attack-pending_3p2");
}
else {
ent.setMetadata("role", "attack-pending_3p3");
}
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack-pending");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
ent.setMetadata("role", "attack-pending_3p1");
}
else if (section < 0.6){
ent.setMetadata("role", "attack-pending_3p2");
}
else {
ent.setMetadata("role", "attack-pending_3p3");
}
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p1");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p1");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p2");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p2");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p3");
regroupneeded.forEach(function(ent) {
ent.setMetadata("role", "attack-pending_3p3");
});
var regroupneeded = gameState.getOwnEntitiesWithRole("fighting");
regroupneeded.forEach(function(ent) {
var section = Math.random();
if (section < 0.3){
ent.setMetadata("role", "attack-pending_3p1");
}
else if (section < 0.6){
ent.setMetadata("role", "attack-pending_3p2");
}
else {
ent.setMetadata("role", "attack-pending_3p3");
}
});
var regroupneededPartB = gameState.getOwnEntitiesWithRole("attack-pending");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
// TODO: this should be an attack-move command
regroupneededPartB.move(targetPos[0], targetPos[1]);
}
// Wait 4 mins to do this again.
this.changetimeReg = this.changetimeReg + (60*4000);
}
},
combatcheck: function(gameState, planGroups)
{
var regroupneeded = gameState.getOwnEntitiesWithRole("attack");
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
var targets = gameState.entities.filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
var targetrandomiser = Math.floor(Math.random()*targets.length);
var target = targets.toEntityArray()[targetrandomiser];
var targetPos = target.position();
// TODO: this should be an attack-move command
person.move(targetPos[0], targetPos[1]);
person.setMetadata("role", "fighting");
});
}
});
},
combatcheck3p1: function(gameState, planGroups)
{
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p1");
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
var targets = gameState.entities.filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
var targetrandomiser = Math.floor(Math.random()*targets.length);
var target = targets.toEntityArray()[targetrandomiser];
var targetPos = target.position();
// TODO: this should be an attack-move command
person.move(targetPos[0], targetPos[1]);
person.setMetadata("role", "fighting");
});
}
});
},
combatcheck3p2: function(gameState, planGroups)
{
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p2");
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
var targets = gameState.entities.filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
var targetrandomiser = Math.floor(Math.random()*targets.length);
var target = targets.toEntityArray()[targetrandomiser];
var targetPos = target.position();
// TODO: this should be an attack-move command
person.move(targetPos[0], targetPos[1]);
person.setMetadata("role", "fighting");
});
}
});
},
combatcheck3p3: function(gameState, planGroups)
{
var regroupneeded = gameState.getOwnEntitiesWithRole("attack_3p3");
regroupneeded.forEach(function(troop) {
var currentPosition = troop.position();
var targets = gameState.entities.filter(function(ent) {
var foeposition = ent.position();
if (foeposition){
var dist = VectorDistance(foeposition, currentPosition);
return (ent.isEnemy() && ent.owner()!= 0 && dist < 50);
}
else {
return false;
}
});
if (targets.length >= 5){
regroupneeded.forEach(function(person) {
var targetrandomiser = Math.floor(Math.random()*targets.length);
var target = targets.toEntityArray()[targetrandomiser];
var targetPos = target.position();
// TODO: this should be an attack-move command
person.move(targetPos[0], targetPos[1]);
person.setMetadata("role", "fighting");
});
}
});
},
defenseregroup: function(gameState, planGroups)
{
if (gameState.getTimeElapsed() > this.changetimeRegDef){
var defenseregroupers = gameState.getOwnEntitiesWithRole("defenders");
//Find a friendsly CC
var targets = gameState.entities.filter(function(ent) {
return (!ent.isEnemy() && ent.hasClass("CivCentre"));
});
if (targets.length){
var target = targets.toEntityArray()[0];
var targetPos = target.position();
// TODO: this should be an attack-move command
defenseregroupers.move(targetPos[0], targetPos[1]);
}
// Wait 4 mins to do this again.
this.changetimeRegDef = this.changetimeRegDef + (60*1500);
}
},
trainDefenderSquad: function(gameState, planGroups)
{
var pendingdefense = gameState.getOwnEntitiesWithRole("defenders");
//JuBotAI.prototype.chat("Number of defenders is" + pendingdefense.length);
if (pendingdefense.length < this.defsquadmin && gameState.displayCiv() == "iber"){
planGroups.economyPersonnel.addPlan(122,
new UnitTrainingPlan(gameState,
"units/{civ}_infantry_swordsman_b", 3, { "role": "defenders" })
);
}
else if (pendingdefense.length < this.defsquadmin){
planGroups.economyPersonnel.addPlan(122,
new UnitTrainingPlan(gameState,
"units/{civ}_infantry_spearman_b", 3, { "role": "defenders" })
);
//JuBotAI.prototype.chat("Training defenders");
}
else if (pendingdefense.length < this.defsquad && gameState.displayCiv() == "iber"){
planGroups.economyPersonnel.addPlan(110,
new UnitTrainingPlan(gameState,
"units/{civ}_infantry_swordsman_b", 3, { "role": "defenders" })
);
//JuBotAI.prototype.chat("Training defenders");
}
else if (pendingdefense.length < this.defsquad){
planGroups.economyPersonnel.addPlan(110,
new UnitTrainingPlan(gameState,
"units/{civ}_infantry_spearman_b", 3, { "role": "defenders" })
);
//JuBotAI.prototype.chat("Training defenders");
}
},
trainSomeTroops: function(gameState, planGroups, type)
{
var trainers = gameState.findTrainers(gameState.applyCiv(type));
if (trainers.length != 0){
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
type, 3, { "role": "attack-pending" })
);
}
else {
this.attacknumbers = 0.9;
}
},
trainMachine: function(gameState, planGroups, type)
{
var trainers = gameState.findTrainers(gameState.applyCiv(type));
if (trainers.length != 0){
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
type, 1, { "role": "attack-pending" })
);
}
else {
this.attacknumbers = 0.9;
}
},
trainSomeTroops3prong: function(gameState, planGroups, type)
{
var trainers = gameState.findTrainers(gameState.applyCiv(type));
var section = Math.random();
if (trainers.length != 0 && section < 0.3){
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
type, 3, { "role": "attack-pending_3p1" })
);
}
else if (trainers.length != 0 && section < 0.6){
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
type, 3, { "role": "attack-pending_3p2" })
);
}
else if (trainers.length != 0){
planGroups.economyPersonnel.addPlan(100,
new UnitTrainingPlan(gameState,
type, 3, { "role": "attack-pending_3p3" })
);
}
else {
this.attacknumbers = 0.9;
}
},
trainAttackSquad: function(gameState, planGroups)
{
if (gameState.getTimeElapsed() > this.changetime){
this.attacknumbers = Math.random();
this.changetime = this.changetime + (60*1000);
}
// Training lists for full assaults
if (this.killstrat == 1){
//Greeks
if (gameState.displayCiv() == "hele"){
if (this.attacknumbers < 0.19){
this.trainSomeTroops(gameState, planGroups, "units/hele_super_infantry_polis");
}
else if (this.attacknumbers < 0.26){
this.trainSomeTroops(gameState, planGroups, "units/hele_super_ranged_polis");
}
else if (this.attacknumbers < 0.35){
this.trainSomeTroops(gameState, planGroups, "units/hele_super_cavalry_mace");
}
else if (this.attacknumbers < 0.45){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_archer_b");
}
else if (this.attacknumbers < 0.55){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
else if (this.attacknumbers < 0.65){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else if (this.attacknumbers < 0.75){
this.trainMachine(gameState, planGroups, "units/hele_mechanical_siege_lithobolos");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Celts
else if (gameState.displayCiv() == "celt"){
if (this.attacknumbers < 0.25){
this.trainSomeTroops(gameState, planGroups, "units/celt_super_infantry_brit");
}
else if (this.attacknumbers < 0.45){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
else if (this.attacknumbers < 0.6){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else if (this.attacknumbers < 0.7){
this.trainMachine(gameState, planGroups, "units/celt_mechanical_siege_ram");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Iberians
else if (gameState.displayCiv() == "iber"){
if (this.attacknumbers < 0.25){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_infantry");
}
else if (this.attacknumbers < 0.4){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
}
else if (this.attacknumbers < 0.5){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_slinger_b");
}
else if (this.attacknumbers < 0.6){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
else if (this.attacknumbers < 0.7){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
}
else if (this.attacknumbers < 0.8){
this.trainMachine(gameState, planGroups, "units/iber_mechanical_siege_ram");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_swordsman_b");
}
}
}
// Cav raiders training list
else if (this.killstrat == 2){
if (this.attacknumbers < 0.4 && gameState.displayCiv() == "hele"){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_javelinist_b");
}
else if (this.attacknumbers < 0.25 && gameState.displayCiv() == "celt"){
this.trainSomeTroops(gameState, planGroups, "units/celt_super_cavalry_brit");
}
else if (this.attacknumbers < 0.4 && gameState.displayCiv() == "iber"){
this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
}
else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "celt"){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "hele"){
this.trainSomeTroops(gameState, planGroups, "units/hele_super_cavalry_mace");
}
else if (gameState.displayCiv() == "iber"){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
}
else if (gameState.displayCiv() == "celt"){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_javelinist_b");
}
else if (gameState.displayCiv() == "hele"){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
}
// 3 prong attack training list
else if (this.killstrat == 3){
//Greeks
if (gameState.displayCiv() == "hele"){
if (this.attacknumbers < 0.25){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_archer_b");
}
else if (this.attacknumbers < 0.5){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else {
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Celts
else if (gameState.displayCiv() == "celt"){
if (this.attacknumbers < 0.45){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
else if (this.attacknumbers < 0.6){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else {
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Iberians
else if (gameState.displayCiv() == "iber"){
if (this.attacknumbers < 0.2){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
}
else if (this.attacknumbers < 0.4){
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_slinger_b");
}
else {
this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_swordsman_b");
}
}
}
// Generic training list
else {
//Greeks
if (gameState.displayCiv() == "hele"){
if (this.attacknumbers < 0.25){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_archer_b");
}
else if (this.attacknumbers < 0.5){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Celts
else if (gameState.displayCiv() == "celt"){
if (this.attacknumbers < 0.45){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
}
else if (this.attacknumbers < 0.6){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
}
}
//Iberians
else if (gameState.displayCiv() == "iber"){
if (this.attacknumbers < 0.2){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
}
else if (this.attacknumbers < 0.4){
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_slinger_b");
}
else {
this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_swordsman_b");
}
}
}
},
update: function(gameState, planGroups)
{
// Pause for a minute before starting any work, to give the economy a chance
// to start up
if (gameState.getTimeElapsed() < 60*1000)
return;
Engine.ProfileStart("military update");
// Also train up some defenders
this.combatcheck(gameState, planGroups);
this.combatcheck3p1(gameState, planGroups);
this.combatcheck3p2(gameState, planGroups);
this.combatcheck3p3(gameState, planGroups);
this.trainDefenderSquad(gameState, planGroups);
this.trainAttackSquad(gameState, planGroups);
this.regroup(gameState, planGroups);
this.defenseregroup(gameState, planGroups);
// Variable for impetuousness, so squads vary in size.
if (this.killstrat == 1){
this.baserate = 31;
}
else if (this.killstrat == 2) {
this.baserate = 10;
}
else if (this.killstrat == 3) {
this.baserate = 8;
}
else {
this.baserate = 15;
}
// Check we're doing a normal, not 3 pronged, attack
if (this.killstrat != 3){
// Find the units ready to join the attack
var pending = gameState.getOwnEntitiesWithRole("attack-pending");
if (pending.length >= this.baserate)
{
//Point full assaults at civ centres
if (this.killstrat == 1){
// Find the enemy CCs we could attack
var targets = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("CivCentre"));
});
// If there's no CCs, attack anything else that's critical
if (targets.length == 0)
{
targets = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("ConquestCritical"));
});
}
}
//Other attacks can go to any low-level structure
else {
var targets = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("Village"));
});
}
// If we have a target, move to it
if (targets.length)
{
// Remove the pending role
pending.forEach(function(ent) {
ent.setMetadata("role", "attack");
});
var targetrandomiser = Math.floor(Math.random()*targets.length);
var target = targets.toEntityArray()[targetrandomiser];
var targetPos = target.position();
// TODO: this should be an attack-move command
pending.move(targetPos[0], targetPos[1]);
var otherguys = gameState.getOwnEntitiesWithRole("randomcannonfodder");
otherguys.move(targetPos[0], targetPos[1]);
}
//Now set whether to do a raid or full attack next time
var whatnext = Math.random();
if (whatnext > 0.85){
this.killstrat = 0;
// Regular "train a few guys and go kill stuff" type attack.
//JuBotAI.prototype.chat("Regular attack (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
}
else if (whatnext > 0.55) {
this.killstrat = 2;
//JuBotAI.prototype.chat("Cavalry raid (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
// Cavalry raid
}
else if (whatnext > 0.2) {
this.killstrat = 3;
//JuBotAI.prototype.chat("3 pronged assault (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
// 3 prong
}
else {
this.killstrat = 1;
//JuBotAI.prototype.chat("Full assault (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
//Full Assault!
}
}
}
// Here's the 3 pronged attack
else{
// Find the units ready to join the attack
var pending1 = gameState.getOwnEntitiesWithRole("attack-pending_3p1");
var pending2 = gameState.getOwnEntitiesWithRole("attack-pending_3p2");
var pending3 = gameState.getOwnEntitiesWithRole("attack-pending_3p3");
if (pending1.length >= this.baserate && pending2.length >= this.baserate && pending3.length >= this.baserate)
{
//Copy the target selector 3 times, once per attack squad
var targets1 = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("Village"));
});
// If we have a target, move to it
if (targets1.length)
{
// Remove the pending role
pending1.forEach(function(ent) {
ent.setMetadata("role", "attack_3p1");
});
var targetrandomiser1 = Math.floor(Math.random()*targets1.length);
var target1 = targets1.toEntityArray()[targetrandomiser1];
var targetPos1 = target1.position();
pending1.move(targetPos1[0], targetPos1[1]);
var otherguys = gameState.getOwnEntitiesWithRole("randomcannonfodder");
otherguys.move(targetPos1[0], targetPos1[1]);
}
var targets2 = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("Village"));
});
// If we have a target, move to it
if (targets2.length)
{
// Remove the pending role
pending2.forEach(function(ent) {
ent.setMetadata("role", "attack_3p2");
});
var targetrandomiser2 = Math.floor(Math.random()*targets2.length);
var target2 = targets2.toEntityArray()[targetrandomiser2];
var targetPos2 = target2.position();
pending2.move(targetPos2[0], targetPos2[1]);
}
var targets3 = gameState.entities.filter(function(ent) {
return (ent.isEnemy() && ent.hasClass("Village"));
});
// If we have a target, move to it
if (targets3.length)
{
// Remove the pending role
pending3.forEach(function(ent) {
ent.setMetadata("role", "attack_3p3");
});
var targetrandomiser3 = Math.floor(Math.random()*targets3.length);
var target3 = targets3.toEntityArray()[targetrandomiser3];
var targetPos3 = target3.position();
pending3.move(targetPos3[0], targetPos3[1]);
}
//Now set whether to do a raid or full attack next time
var whatnext = Math.random();
if (whatnext > 0.8){
this.killstrat = 0;
// Regular "train a few guys and go kill stuff" type attack.
//JuBotAI.prototype.chat("Regular attack (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
}
else if (whatnext > 0.5) {
this.killstrat = 2;
//JuBotAI.prototype.chat("Cavalry raid (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
// Cavalry raid
}
else if (whatnext > 0.3) {
this.killstrat = 3;
//JuBotAI.prototype.chat("3 pronged assault (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
// 3 prong
}
else {
this.killstrat = 1;
//JuBotAI.prototype.chat("Full assault (" + gameState.displayCiv() + ")");
//JuBotAI.prototype.chat(whatnext);
//Full Assault!
}
}
}
Engine.ProfileStop();
},
});