0ad/binaries/data/mods/public/simulation/ai/petra/navalManager.js
2014-05-18 11:34:36 +00:00

440 lines
14 KiB
JavaScript

var PETRA = function(m)
{
/* Naval Manager
Will deal with anything ships.
-Basically trade over water (with fleets and goals commissioned by the economy manager)
-Defense over water (commissioned by the defense manager)
-subtask being patrols, escort, naval superiority.
-Transport of units over water (a few units).
-Scouting, ultimately.
Also deals with handling docks, making sure we have access and stuffs like that.
Does not build them though, that's for the base manager to handle.
*/
m.NavalManager = function(Config)
{
this.Config = Config;
// accessibility zones for which we have a dock.
// Connexion is described as [landindex] = [seaIndexes];
// technically they also exist for sea zones but I don't care.
this.landZoneDocked = [];
// list of seas I have a dock on.
this.accessibleSeas = [];
// ship subCollections. Also exist for land zones, idem, not caring.
this.seaShips = [];
this.seaTransportShips = [];
this.seaWarShips = [];
this.seaFishShips = [];
// wanted NB per zone.
this.wantedTransportShips = [];
this.wantedWarShips = [];
this.wantedFishShips = [];
// needed NB per zone.
this.neededTransportShips = [];
this.neededWarShips = [];
this.transportPlans = [];
// shore-line regions where we can load and unload units
this.landingZones = {};
};
// More initialisation for stuff that needs the gameState
m.NavalManager.prototype.init = function(gameState, queues)
{
// finished docks
this.docks = gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.or(API3.Filters.byClass("Dock"), API3.Filters.byClass("Shipyard")),
API3.Filters.not(API3.Filters.isFoundation())));
this.docks.allowQuickIter();
this.docks.registerUpdates();
this.ships = gameState.getOwnEntities().filter(API3.Filters.byClass("Ship"));
// note: those two can overlap (some transport ships are warships too and vice-versa).
this.transportShips = this.ships.filter(API3.Filters.and(API3.Filters.byCanGarrison(), API3.Filters.not(API3.Filters.byClass("FishingBoat"))));
this.warShips = this.ships.filter(API3.Filters.byClass("Warship"));
this.fishShips = this.ships.filter(API3.Filters.byClass("FishingBoat"));
this.ships.registerUpdates();
this.transportShips.registerUpdates();
this.warShips.registerUpdates();
this.fishShips.registerUpdates();
for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
{
if (gameState.ai.accessibility.regionType[i] !== "water")
{
// push dummies
this.seaShips.push(new API3.EntityCollection(gameState.sharedScript));
this.seaTransportShips.push(new API3.EntityCollection(gameState.sharedScript));
this.seaWarShips.push(new API3.EntityCollection(gameState.sharedScript));
this.seaFishShips.push(new API3.EntityCollection(gameState.sharedScript));
this.wantedTransportShips.push(0);
this.wantedWarShips.push(0);
this.wantedFishShips.push(0);
this.neededTransportShips.push(0);
this.neededWarShips.push(0);
}
else
{
var collec = this.ships.filter(API3.Filters.byMetadata(PlayerID, "sea", i));
collec.registerUpdates();
this.seaShips.push(collec);
collec = this.transportShips.filter(API3.Filters.byMetadata(PlayerID, "sea", i));
collec.registerUpdates();
this.seaTransportShips.push(collec);
var collec = this.warShips.filter(API3.Filters.byMetadata(PlayerID, "sea", i));
collec.registerUpdates();
this.seaWarShips.push(collec);
var collec = this.fishShips.filter(API3.Filters.byMetadata(PlayerID, "sea", i));
collec.registerUpdates();
this.seaFishShips.push(collec);
this.wantedTransportShips.push(0);
this.wantedWarShips.push(0);
this.wantedFishShips.push(this.Config.Economy.targetNumFishers);
this.neededTransportShips.push(0);
this.neededWarShips.push(0);
}
this.landZoneDocked.push([]);
}
// determination of the possible landing zones
var width = gameState.getMap().width;
var totalSize = width * width;
for (var i = 0; i < totalSize; ++i)
{
var land = gameState.ai.accessibility.landPassMap[i];
if (land < 2)
continue;
var naval = gameState.ai.accessibility.navalPassMap[i];
if (naval < 2)
continue;
if (!this.landingZones[land])
this.landingZones[land] = {};
if (!this.landingZones[land][naval])
this.landingZones[land][naval] = [];
this.landingZones[land][naval].push(i);
}
// and keep only thoses with enough room around when possible
for (var land in this.landingZones)
{
for (var sea in this.landingZones[land])
{
var nbmax = 0;
for (var i = 0; i < this.landingZones[land][sea].length; i++)
{
var j = this.landingZones[land][sea][i];
var nb = 0;
if (this.landingZones[land][sea].indexOf(j-1) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j+1) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j+width) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j-width) !== -1)
nb++;
}
if (nb > nbmax)
nbmax = nb;
var nbcut = Math.min(2, nbmax);
for (var i = 0; i < this.landingZones[land][sea].length; i++)
{
var j = this.landingZones[land][sea][i];
var nb = 0;
if (this.landingZones[land][sea].indexOf(j-1) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j+1) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j+width) !== -1)
nb++;
if (this.landingZones[land][sea].indexOf(j-width) !== -1)
nb++;
if (nb < nbcut)
this.landingZones[land][sea].splice(i--, 1);
}
}
}
// Assign our docks
var self = this;
this.docks.forEach(function(dock) { self.assignDock(gameState, dock); });
};
m.NavalManager.prototype.resetFishingBoats = function()
{
for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
this.wantedFishShips[i] = 0;
};
m.NavalManager.prototype.assignDock = function(gameState, dock)
{
var land = dock.getMetadata(PlayerID, "access");
var sea = dock.getMetadata(PlayerID, "sea");
if (sea === undefined)
{
sea = this.getDockSeaIndex(gameState, dock);
dock.setMetadata(PlayerID, "sea", sea);
}
if (this.landZoneDocked[land].indexOf(sea) === -1)
this.landZoneDocked[land].push(sea);
if (this.accessibleSeas.indexOf(sea) === -1)
this.accessibleSeas.push(sea);
};
// get the sea index for our starting docks and those of our allies
m.NavalManager.prototype.getDockSeaIndex = function(gameState, dock)
{
var sea = gameState.ai.accessibility.getAccessValue(dock.position(), true);
if (sea < 2)
{
// pre-positioned docks are sometimes not on the shoreline
var dockPos = dock.position();
var radius = dock.footprintRadius();
for (var i = 0; i < 16; i++)
{
var seaPos = [ dockPos[0] + radius*Math.cos(i*Math.PI/8), dockPos[1] + radius*Math.sin(i*Math.PI/8)];
sea = gameState.ai.accessibility.getAccessValue(seaPos, true);
if (sea >= 2)
break;
}
}
if (sea < 2)
warn("ERROR in Petra navalManager because of dock position " + sea);
return sea;
};
m.NavalManager.prototype.getUnconnectedSeas = function(gameState, region)
{
var seas = gameState.ai.accessibility.regionLinks[region]
if (seas.length === 0)
return [];
for (var i = 0; i < seas.length; ++i)
{
if (this.landZoneDocked[region].indexOf(seas[i]) !== -1)
seas.splice(i--,1);
}
return seas;
};
m.NavalManager.prototype.checkEvents = function(gameState, queues, events)
{
var evts = events["ConstructionFinished"];
// TODO: probably check stuffs like a base destruction.
for (var i in evts)
{
var evt = evts[i];
if (!evt || !evt.newentity)
continue;
var entity = gameState.getEntityById(evt.newentity);
if (entity && entity.hasClass("Dock") && entity.isOwn(PlayerID))
this.assignDock(gameState, entity);
}
var evts = events["TrainingFinished"];
for (var i in evts)
{
var evt = evts[i];
if (!evt || !evt.entities)
continue;
for each (var entId in evt.entities)
{
var entity = gameState.getEntityById(entId);
if (entity && entity.hasClass("Ship") && entity.isOwn(PlayerID))
{
var pos = gameState.ai.accessibility.gamePosToMapPos(entity.position());
var index = pos[0] + pos[1]*gameState.ai.accessibility.width;
var sea = gameState.ai.accessibility.navalPassMap[index];
entity.setMetadata(PlayerID, "sea", sea);
}
}
}
};
m.NavalManager.prototype.addPlan = function(plan)
{
this.transportPlans.push(plan);
};
// complete already existing plan or create a new one for this requirement
// (many units can then call this separately and end up in the same plan)
m.NavalManager.prototype.requireTransport = function(gameState, entity, startIndex, endIndex, endPos)
{
for each (var plan in this.transportPlans)
{
if (plan.startIndex !== startIndex || plan.endIndex !== endIndex)
continue
if (plan.state !== "boarding")
continue
if (plan.units.length > 12) // TODO to be improve ... check on ship capacity
continue;
plan.addUnit(entity, endPos);
return true;
}
var plan = new m.TransportPlan(gameState, [entity], startIndex, endIndex, endPos, false);
if (plan.failed)
{
if (this.Config.debug > 0)
warn(">>>> transport plan aborted <<<<");
return false;
}
this.transportPlans.push(plan);
return true;
};
// set minimal number of needed ships when a new event (new base or new attack plan)
m.NavalManager.prototype.setMinimalTransportShips = function(gameState, sea, number)
{
if (!sea)
return;
if (this.wantedTransportShips[sea] < number )
this.wantedTransportShips[sea] = number;
};
// bumps up the number of ships we want if we need more.
m.NavalManager.prototype.checkLevels = function(gameState, queues)
{
if (queues.ships.length() !== 0)
return;
for (var sea = 0; sea < this.neededTransportShips.length; sea++)
this.neededTransportShips[sea] = 0;
for each (var plan in this.transportPlans)
{
if (!plan.needTransportShips || plan.units.length < 2)
continue;
var sea = plan.sea;
if (gameState.countOwnQueuedEntitiesWithMetadata("sea", sea) > 0
|| this.seaTransportShips[sea].length < this.wantedTransportShips[sea])
continue;
++this.neededTransportShips[sea];
if (this.wantedTransportShips[sea] === 0 || this.seaTransportShips[sea].length < plan.transportShips.length + 2)
{
++this.wantedTransportShips[sea];
return;
}
}
for (var sea = 0; sea < this.neededTransportShips.length; sea++)
if (this.neededTransportShips[sea] > 2)
++this.wantedTransportShips[sea];
};
m.NavalManager.prototype.maintainFleet = function(gameState, queues)
{
if (queues.ships.length() > 0)
return;
if (gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_dock"), true) +
gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_super_dock"), true) === 0)
return;
// check if we have enough transport ships per region.
for (var i = 0; i < this.seaShips.length; ++i)
{
if (this.accessibleSeas.indexOf(i) === -1)
continue;
if (gameState.countOwnQueuedEntitiesWithMetadata("sea", i) > 0)
continue;
if (this.seaTransportShips[i].length < this.wantedTransportShips[i])
{
if ((gameState.civ() === "cart" && gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_super_dock"), true) === 0)
|| gameState.civ() === "iber")
queues.ships.addItem(new m.TrainingPlan(gameState, "units/{civ}_ship_merchant", { "sea": i }, 1, 1));
else
queues.ships.addItem(new m.TrainingPlan(gameState, "units/{civ}_ship_trireme", { "sea": i }, 1, 1));
}
else if (this.seaFishShips[i].length < this.wantedFishShips[i])
queues.ships.addItem(new m.TrainingPlan(gameState, "units/{civ}_ship_fishing", { "base": 0, "role": "worker", "sea": i }, 1, 1));
}
};
// assigns free ships to plans that need some
m.NavalManager.prototype.assignToPlans = function(gameState)
{
for each (var plan in this.transportPlans)
{
if (!plan.needTransportShips)
continue;
for each (var ship in this.seaTransportShips[plan.sea]._entities)
{
if (ship.getMetadata(PlayerID, "transporter") || ship.getMetadata(PlayerID, "escort"))
continue;
plan.assignShip(ship);
plan.needTransportShips = false;
break;
}
}
};
// let blocking ships move apart from active ships (waiting for a better pathfinder)
m.NavalManager.prototype.moveApart = function(gameState)
{
var self = this;
for (var sea = 0; sea < gameState.ai.accessibility.regionSize.length; ++sea)
{
this.seaShips[sea].forEach(function(ship) {
if (ship.getMetadata(PlayerID, "transporter") === undefined)
return;
self.seaShips[sea].forEach(function(blockingShip) {
if (blockingShip === ship || !blockingShip.isIdle())
return;
if (API3.SquareVectorDistance(ship.position(), blockingShip.position()) > 900)
return;
if (blockingShip.getMetadata(PlayerID, "transporter") === undefined)
blockingShip.moveApart(ship.position(), 12);
else
blockingShip.moveApart(ship.position(), 6);
});
});
}
};
// Some functions are run every turn
// Others once in a while
m.NavalManager.prototype.update = function(gameState, queues, events)
{
Engine.ProfileStart("Naval Manager update");
this.checkEvents(gameState, queues, events);
for (var i = 0; i < this.transportPlans.length; ++i)
{
var remaining = this.transportPlans[i].update(gameState);
if (remaining === 0)
{
if (this.Config.debug > 0)
warn("no more units on transport plan " + this.transportPlans[i].ID);
// var moveBack = true;
// var plan = this.transportPlans[i];
// this.docks.forEach(function(dock) {
// if (!moveBack || dock.getMetadata(PlayerID, "sea") !== plan.sea)
// return;
// moveBack = false;
// plan.ships.forEach(function(ship) { ship.move(dock.position()[0], dock.position()[1]); });
// });
this.transportPlans[i].releaseAll();
this.transportPlans.splice(i--, 1);
}
}
// assign free ships to plans which need them
this.assignToPlans(gameState);
// and require for more ships if needed
this.checkLevels(gameState, queues);
this.maintainFleet(gameState, queues);
// let inactive ships move apart from active ones (waiting for a better pathfinder)
this.moveApart(gameState);
Engine.ProfileStop();
};
return m;
}(PETRA);