0ad/binaries/data/mods/public/simulation/ai/petra/headquarters.js

1791 lines
61 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.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.lastFailedGather = { "wood": undefined, "stone": undefined, "metal": undefined };
// 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;
this.fortressStartTime = 0;
this.fortressLapseTime = this.Config.Military.fortressLapseTime;
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.Config);
this.researchManager = new m.ResearchManager(this.Config);
this.garrisonManager = new m.GarrisonManager();
};
// More initialisation for stuff that needs the gameState
m.HQ.prototype.init = function(gameState, queues)
{
this.territoryMap = m.createTerritoryMap(gameState);
// 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);
// list of allowed regions
this.allowedRegions = {};
// try to determine if we have a water map
this.navalMap = false;
this.navalRegions = [];
var totalSize = gameState.getMap().width * gameState.getMap().width;
var minLandSize = Math.floor(0.2*totalSize);
var minWaterSize = Math.floor(0.3*totalSize);
for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
{
if (i === gameState.ai.myIndex)
this.allowedRegions[i] = true;
else if (gameState.ai.accessibility.regionType[i] === "land" && gameState.ai.accessibility.regionSize[i] > 20)
{
var seaIndex = this.getSeaIndex(gameState, gameState.ai.myIndex, i);
if (!seaIndex)
continue;
this.allowedRegions[i] = true;
if (gameState.ai.accessibility.regionSize[i] > minLandSize)
{
this.navalMap = true;
if (this.navalRegions.indexOf(seaIndex) === -1)
this.navalRegions.push(seaIndex);
}
}
else if (gameState.ai.accessibility.regionType[i] === "water" && gameState.ai.accessibility.regionSize[i] > minWaterSize)
{
this.navalMap = true;
if (this.navalRegions.indexOf(i) === -1)
this.navalRegions.push(i);
}
}
if (this.Config.debug > 0)
{
for (var region in this.allowedRegions)
warn(" >>> zone " + region + " taille " + gameState.ai.accessibility.regionSize[region]);
}
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.
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
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 entities in the different bases
{
var self = this;
var width = gameState.getMap().width;
gameState.getOwnEntities().forEach( function (ent) {
if (ent.hasClass("Trader"))
self.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;
}
ent.setMetadata(PlayerID, "access", gameState.ai.accessibility.getAccessValue(ent.position()));
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
var id = x + width*z;
for each (var base in self.baseManagers)
{
if (base.territoryIndices.indexOf(id) === -1)
continue;
base.assignEntity(ent);
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
base.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));
}
// adapt our starting strategy to the available resources
// - if on a small island, favor fishing and require less fields to save room for buildings
var startingSize = 0;
for (var region in this.allowedRegions)
{
for each (var base in this.baseManagers)
{
if (!base.anchor || base.accessIndex !== +region)
continue;
startingSize += gameState.ai.accessibility.regionSize[region];
break;
}
}
if (this.Config.debug > 0)
warn("starting size " + startingSize + "(cut at 1500 for fish pushing)");
if (startingSize < 1500)
{
this.Config.Economy.popForDock = Math.min(this.Config.Economy.popForDock, 16);
this.Config.Economy.initialFields = Math.min(this.Config.Economy.initialFields, 3);
this.Config.Economy.targetNumFishers = Math.max(this.Config.Economy.targetNumFishers, 2);
}
// - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
var startingWood = gameState.getResources()["wood"];
var check = {};
for (var proxim of ["nearby", "medium", "faraway"])
{
for each (var base in this.baseManagers)
{
for each (var supply in base.dropsiteSupplies["wood"][proxim])
{
if (check[supply.id]) // avoid double counting as same resource can appear several time
continue;
check[supply.id] = true;
startingWood += supply.ent.resourceSupplyAmount();
}
}
}
if (this.Config.debug > 0)
warn("startingWood: " + startingWood + "(cut at 8500 for no rush and 6000 for saveResources)");
if (startingWood < 6000)
{
this.saveResources = true;
this.Config.Economy.initialFields = Math.min(this.Config.Economy.initialFields, 2);
}
this.attackManager.init(gameState, queues, (startingWood > 8500)); // rush allowed 3rd argument = true
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'];
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]);
};
// returns the sea index linking regions 1 and region 2 (supposed to be different land region)
// otherwise return undefined
// for the moment, only the case land-sea-land is supported
m.HQ.prototype.getSeaIndex = function (gameState, index1, index2)
{
var path = gameState.ai.accessibility.getTrajectToIndex(index1, index2);
if (path && path.length === 3 && gameState.ai.accessibility.regionType[path[1]] === "water")
return path[1];
else
{
if (this.Config.debug > 0)
{
warn("bad path from " + index1 + " to " + index2 + " ??? " + uneval(path));
warn(" regionLinks start " + uneval(gameState.ai.accessibility.regionLinks[index1]));
warn(" regionLinks end " + uneval(gameState.ai.accessibility.regionLinks[index2]));
}
return undefined;
}
};
m.HQ.prototype.checkEvents = function (gameState, events, queues)
{
var CreateEvents = events["Create"];
for (var evt of CreateEvents)
{
// Let's check if we have a building set to create a new base.
var ent = gameState.getEntityById(evt.entity);
if (!ent || !ent.isOwn(PlayerID))
continue;
if (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());
});
}
}
}
var ConstructionEvents = events["ConstructionFinished"];
for (var evt of ConstructionEvents)
{
// 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 || !ent.isOwn(PlayerID))
continue;
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);
// let us hope this new base will fix our resource shortage
// TODO check it really does so
this.saveResources = undefined;
}
else if (ent.hasTerritoryInfluence())
this.updateTerritories(gameState);
}
}
// deal with the different rally points of training units: the rally point is set when the training starts
// for the time being, only autogarrison is used
var TrainingEvents = events["TrainingStarted"];
for (var evt of TrainingEvents)
{
var ent = gameState.getEntityById(evt.entity);
if (!ent || !ent.isOwn(PlayerID))
continue;
if (!ent._entity.trainingQueue || !ent._entity.trainingQueue.length)
continue;
var metadata = ent._entity.trainingQueue[0].metadata;
if (metadata.garrisonType)
ent.setRallyPoint(ent, "garrison"); // trained units will autogarrison
else
ent.unsetRallyPoint();
}
var TrainingEvents = events["TrainingFinished"];
for (var evt of TrainingEvents)
{
for (var entId of evt.entities)
{
var ent = gameState.getEntityById(entId);
if (!ent || !ent.isOwn(PlayerID))
continue;
if (!ent.position())
{
// we are autogarrisoned, check that the holder is registered in the garrisonManager
var holderId = ent.unitAIOrderData()[0]["target"];
var holder = gameState.getEntityById(holderId);
if (holder)
this.garrisonManager.registerHolder(gameState, holder);
}
else if (ent.getMetadata(PlayerID, "garrisonType"))
{
// we were supposed to be autogarrisoned, but this has failed (may-be full)
ent.getMetadata(PlayerID, "garrisonType", undefined);
}
}
}
};
// 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)
{
// 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;
});
});
// Adapt the batch size of the first queued workers and females to the present population
// to ease a possible recovery if our population was drastically reduced by an attack
if (numWorkers < 12)
var size = 1;
else
var size = Math.min(5, Math.ceil(numWorkers / 10));
if (queues.villager.queue[0])
queues.villager.queue[0].number = Math.min(queues.villager.queue[0].number, size);
if (queues.citizenSoldier.queue[0])
queues.citizenSoldier.queue[0].number = Math.min(queues.citizenSoldier.queue[0].number, size);
var numQueuedF = queues.villager.countQueuedUnits();
var numQueuedS = queues.citizenSoldier.countQueuedUnits();
var numQueued = numQueuedS + numQueuedF;
var numTotal = numWorkers + numQueued;
if (this.saveResources && numTotal > this.Config.Economy.popForTown + 10)
return;
if (numTotal > this.targetNumWorkers || (numTotal >= this.Config.Economy.popForTown
&& gameState.currentPhase() === 1 && !gameState.isResearching(gameState.townPhase())))
return;
if (numQueued > 50 || (numQueuedF > 20 && numQueuedS > 20) || numInTraining > 15)
return;
// default template
var template = gameState.applyCiv("units/{civ}_support_female_citizen");
// anticipate the optimal batch size when this queue will start
if (numTotal < 12)
var size = 1;
else
var size = Math.min(5, Math.ceil(numTotal / 10));
// Choose whether we want soldiers instead.
if ((numFemales+numQueuedF) > 8 && (numFemales+numQueuedF)/numTotal > this.femaleRatio)
{
if (numTotal < 45)
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");
}
// 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, requirements)
{
var units = gameState.findTrainableUnits(classes);
if (units.length === 0)
return undefined;
var parameters = requirements.slice();
var remainingResources = this.getTotalResourceLevel(gameState); // resources (estimation) still gatherable in our territory
var availableResources = gameState.ai.queueManager.getAvailableResources(gameState); // available (gathered) resources
for (var type in remainingResources)
{
if (type === "food")
continue;
if (availableResources[type] > 800)
continue;
if (remainingResources[type] > 800)
continue;
else if (remainingResources[type] > 400)
var costsResource = 0.6;
else
var costsResource = 0.2;
var toAdd = true;
for (var param of parameters)
{
if (param[0] !== "costsResource" || param[2] !== type)
continue;
param[1] = Math.min( param[1], costsResource );
toAdd = false;
break;
}
if (toAdd)
parameters.push( [ "costsResource", costsResource, type ] );
}
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];
};
// returns an entity collection of workers through BaseManager.pickBuilders
// TODO: when same accessIndex, sort by distance
m.HQ.prototype.bulkPickWorkers = function(gameState, newBaseID, number)
{
var accessIndex = this.baseManagers[newBaseID].accessIndex;
if (!accessIndex)
return false;
// sorting bases by whether they are on the same accessindex or not.
var baseBest = API3.AssocArraytoArray(this.baseManagers).sort(function (a,b) {
if (a.accessIndex === accessIndex && b.accessIndex !== accessIndex)
return -1;
else if (b.accessIndex === accessIndex && a.accessIndex !== accessIndex)
return 1;
return 0;
});
var needed = number;
var workers = new API3.EntityCollection(gameState.sharedScript);
for (var i in baseBest)
{
if (baseBest[i].ID === newBaseID)
continue;
baseBest[i].pickBuilders(gameState, workers, needed);
if (workers.length < number)
needed = number - workers.length;
else
break;
}
if (workers.length == 0)
return false;
return workers;
};
m.HQ.prototype.getTotalResourceLevel = function(gameState)
{
var total = { "food": 0, "wood": 0, "stone": 0, "metal": 0 };
for each (var base in this.baseManagers)
for (var type in total)
total[type] += base.getResourceLevel(gameState, type);
return total;
};
// returns the current gather rate
// This is not per-se exact, it performs a few adjustments ad-hoc to account for travel distance, stuffs like that.
m.HQ.prototype.GetCurrentGatherRates = function(gameState)
{
for (var type in this.wantedRates)
this.currentRates[type] = 0;
for each (var base in this.baseManagers)
base.getGatherRates(gameState, this.currentRates);
return this.currentRates;
};
/* Pick the resource which most needs another worker
* How this works:
* We get the rates we would want to have to be able to deal with our plans
* We get our current rates
* We compare; we pick the one where the discrepancy is highest.
* Need to balance long-term needs and possible short-term needs.
*/
m.HQ.prototype.pickMostNeededResources = function(gameState)
{
var self = this;
this.wantedRates = gameState.ai.queueManager.wantedGatherRates(gameState);
var currentRates = this.GetCurrentGatherRates(gameState);
var needed = [];
for (var res in this.wantedRates)
needed.push({ "type": res, "wanted": this.wantedRates[res], "current": currentRates[res] });
needed.sort(function(a, b) {
var va = (Math.max(0, a.wanted - a.current))/ (a.current+1);
var vb = (Math.max(0, b.wanted - b.current))/ (b.current+1);
// If they happen to be equal (generally this means "0" aka no need), make it fair.
if (va === vb)
return (b.wanted/(b.current+1)) - (a.wanted/(a.current+1));
return vb-va;
});
return needed;
};
// 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, template, resource, fromStrategic)
{
// This builds a map. The procedure is fairly simple. It adds the resource maps
// (which are dynamically updated and are made so that they will facilitate DP placement)
// Then checks for a good spot in the territory. If none, and town/city phase, checks outside
// The AI will currently not build a CC if it wouldn't connect with an existing CC.
Engine.ProfileStart("findEconomicCCLocation");
// obstruction map
var obstructions = m.createObstructionMap(gameState, 0, template);
obstructions.expandInfluences();
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
var dpEnts = gameState.getOwnDropsites().filter(API3.Filters.not(API3.Filters.byClassesOr(["CivCentre", "Elephant"]))).toEntityArray();
var ccList = [];
for (var cc of ccEnts)
ccList.push({"pos": cc.position(), "ally": gameState.isPlayerAlly(cc.owner())});
var dpList = [];
for (var dp of dpEnts)
dpList.push({"pos": dp.position()});
var width = this.territoryMap.width;
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
var bestIdx = undefined;
var bestVal = undefined;
for (var j = 0; j < this.territoryMap.length; ++j)
{
if (this.territoryMap.getOwnerIndex(j) !== 0 || this.borderMap.map[j] === 2)
continue;
// We require that it is accessible from our starting position
var index = gameState.ai.accessibility.landPassMap[j];
if (!this.allowedRegions[index])
continue;
// and with enough room around to build the cc
if (obstructions.map[j] <= radius)
continue;
var norm = 0.5; // TODO adjust it, knowing that we will sum 5 maps
// checking distance to other cc
var pos = [j%width+0.5, Math.floor(j/width)+0.5];
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
var minDist = Math.min();
for (var cc of ccList)
{
var dist = API3.SquareVectorDistance(cc.pos, pos);
if (dist < 14000) // Reject if too near from any cc
{
norm = 0
break;
}
if (!cc.ally)
continue;
if (dist < 30000) // Reject if too near from an allied cc
{
norm = 0
break;
}
if (dist < 50000) // Disfavor if quite near an allied cc
norm *= 0.5;
if (dist < minDist)
minDist = dist;
}
if (norm == 0)
continue;
if (minDist > 170000 && !this.navalMap) // Reject if too far from any allied cc (-> not connected)
{
norm = 0;
continue;
}
else if (minDist > 130000) // Disfavor if quite far from any allied cc
{
if (this.navalMap)
{
if (minDist > 250000)
norm *= 0.5;
else
norm *= 0.8;
}
else
norm *= 0.5;
}
for (var dp of dpList)
{
var dist = API3.SquareVectorDistance(dp.pos, pos);
if (dist < 3600)
{
norm = 0;
break;
}
else if (dist < 6400)
norm *= 0.5;
}
if (norm == 0)
continue;
if (this.borderMap.map[j] === 1) // disfavor the borders of the map
norm *= 0.5;
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 (bestVal !== undefined && val < bestVal)
continue;
bestVal = val;
bestIdx = j;
}
Engine.ProfileStop();
/* if (m.DebugEnabled())
{
gameState.sharedScript.CCResourceMaps["wood"].dumpIm("woodMap.png", 300);
gameState.sharedScript.CCResourceMaps["stone"].dumpIm("stoneMap.png", 300);
gameState.sharedScript.CCResourceMaps["metal"].dumpIm("metalMap.png", 300);
locateMap.dumpIm("cc_placement_base_" + best[1] + ".png",300);
obstructions.dumpIm("cc_placement_base_" + best[1] + "_obs.png", 20);
} */
var cut = 60;
if (fromStrategic) // be less restrictive
cut = 30;
if (this.Config.debug)
warn("on a trouve une base avec best (cut=" + cut + ") = " + bestVal);
// not good enough.
if (bestVal < cut)
return false;
var x = (bestIdx%width + 0.5) * gameState.cellSize;
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
// Define a minimal number of wanted ships in the seas reaching this new base
var index = gameState.ai.accessibility.landPassMap[bestIdx];
for each (var base in this.baseManagers)
{
if (base.anchor && base.accessIndex !== index)
{
var sea = this.getSeaIndex(gameState, base.accessIndex, index);
if (sea !== undefined)
this.navalManager.setMinimalTransportShips(gameState, sea, 1);
}
}
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, template)
{
// This builds a map. The procedure is fairly simple.
// We minimize the Sum((dist-300)**2) where the sum is on the three nearest 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 ccList = [];
var numAllyCC = 0;
for (var cc of ccEnts)
{
var ally = gameState.isPlayerAlly(cc.owner());
ccList.push({"pos": cc.position(), "ally": ally});
if (ally)
++numAllyCC;
}
if (numAllyCC < 2)
return this.findEconomicCCLocation(gameState, template, "wood", true);
Engine.ProfileStart("findStrategicCCLocation");
// obstruction map
var obstructions = m.createObstructionMap(gameState, 0, template);
obstructions.expandInfluences();
var width = this.territoryMap.width;
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
var bestIdx = undefined;
var bestVal = undefined;
var currentVal, delta;
var distcc0, distcc1, distcc2;
for (var j = 0; j < this.territoryMap.length; ++j)
{
if (this.territoryMap.getOwnerIndex(j) !== 0 || this.borderMap.map[j] === 2)
continue;
// We require that it is accessible from our starting position
var index = gameState.ai.accessibility.landPassMap[j];
if (!this.allowedRegions[index])
continue;
// and with enough room around to build the cc
if (obstructions.map[j] <= radius)
continue;
// checking distances to other cc
var pos = [j%width+0.5, Math.floor(j/width)+0.5];
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
var minDist = Math.min();
distcc0 = undefined;
for (var cc of ccList)
{
var dist = API3.SquareVectorDistance(cc.pos, pos);
if (dist < 14000) // Reject if too near from any cc
{
minDist = 0;
break;
}
if (!cc.ally)
continue;
if (dist < 40000) // Reject if quite near from ally cc
{
minDist = 0;
break;
}
if (dist < minDist)
minDist = dist;
if (!distcc0 || dist < distcc0)
{
distcc2 = distcc1;
distcc1 = distcc0;
distcc0 = dist;
}
else if (!distcc1 || dist < distcc1)
{
distcc2 = distcc1;
distcc1 = dist;
}
else if (!distcc2 || dist < distcc2)
distcc2 = dist;
}
if (minDist < 1 || (minDist > 170000 && !this.navalMap))
continue;
delta = Math.sqrt(distcc0) - 300; // favor a distance of 300
currentVal = delta*delta;
delta = Math.sqrt(distcc1) - 300;
currentVal += delta*delta;
if (distcc2)
{
delta = Math.sqrt(distcc2) - 300;
currentVal += delta*delta;
}
// disfavor border of the map
if (this.borderMap.map[j] === 1)
currentVal += 10000;
if (bestVal !== undefined && currentVal > bestVal)
continue;
bestVal = currentVal;
bestIdx = j;
}
if (this.Config.debug > 0)
warn("We've found a strategic base with bestVal = " + bestVal);
Engine.ProfileStop();
if (bestVal === undefined)
return undefined;
var x = (bestIdx%width + 0.5) * gameState.cellSize;
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
// Define a minimal number of wanted ships in the seas reaching this new base
var index = gameState.ai.accessibility.landPassMap[bestIdx];
for each (var base in this.baseManagers)
{
if (base.anchor && base.accessIndex !== index)
{
var sea = this.getSeaIndex(gameState, base.accessIndex, index);
if (sea !== undefined)
this.navalManager.setMinimalTransportShips(gameState, sea, 1);
}
}
return [x,z];
};
// Returns the best position to build a new market: if the allies already have a market, build it as far as possible
// from it, although not in our border to be able to defend it easily. If no allied market, our second market will
// follow the same logic
// TODO check that it is on same accessIndex
m.HQ.prototype.findMarketLocation = function(gameState, template)
{
var markets = gameState.getAllyEntities().filter(API3.Filters.byClass("Market")).toEntityArray();
if (!markets.length)
markets = gameState.getOwnStructures().filter(API3.Filters.byClass("Market")).toEntityArray();
if (!markets.length) // this is the first market. For the time being, place it arbitrarily by the ConstructionPlan
return [-1, -1, -1];
// obstruction map
var obstructions = m.createObstructionMap(gameState, 0, template);
obstructions.expandInfluences();
var width = this.territoryMap.width;
var bestIdx = undefined;
var bestVal = undefined;
var radius = Math.ceil(template.obstructionRadius() / gameState.cellSize);
for (var j = 0; j < this.territoryMap.length; ++j)
{
// do not try on the border of our territory
if (this.frontierMap.map[j] === 2)
continue;
if (this.basesMap.map[j] === 0) // inaccessible cell
continue;
if (obstructions.map[j] <= radius) // check room around
continue;
var index = gameState.ai.accessibility.landPassMap[j];
if (!this.allowedRegions[index])
continue;
var pos = [j%width+0.5, Math.floor(j/width)+0.5];
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
// checking distances to other markets
var maxDist = 0;
for (var market of markets)
{
if (template.hasClass("Dock") && market.hasClass("Dock"))
{
// TODO check that there are on the same sea. For the time being, we suppose it is true
}
else if (gameState.ai.accessibility.getAccessValue(market.position()) !== index)
continue;
var dist = API3.SquareVectorDistance(market.position(), pos);
if (dist > maxDist)
maxDist = dist;
}
if (maxDist == 0)
continue;
if (bestVal !== undefined && maxDist < bestVal)
continue;
bestVal = maxDist;
bestIdx = j;
}
if (this.Config.debug > 0)
warn("We found a market position with bestVal = " + bestVal);
if (bestVal === undefined) // no constraints. For the time being, place it arbitrarily by the ConstructionPlan
return [-1, -1, -1];
var x = (bestIdx%width + 0.5) * gameState.cellSize;
var z = (Math.floor(bestIdx/width) + 0.5) * gameState.cellSize;
return [x, z, this.basesMap.map[bestIdx]];
};
// Returns the best position to build defensive buildings (fortress and towers)
// Whose primary function is to defend our borders
m.HQ.prototype.findDefensiveLocation = function(gameState, template)
{
// We take the point in our territory which is the nearest to any enemy cc
// but requiring a minimal distance with our other defensive structures
// and not in range of any enemy defensive structure to avoid building under fire.
var ownStructures = gameState.getOwnStructures().filter(API3.Filters.byClassesOr(["Fortress", "Tower"])).toEntityArray();
var enemyStructures = gameState.getEnemyStructures().filter(API3.Filters.byClassesOr(["CivCentre", "Fortress", "Tower"])).toEntityArray();
// obstruction map
var obstructions = m.createObstructionMap(gameState, 0, template);
obstructions.expandInfluences();
var width = this.territoryMap.width;
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 = 0; j < this.territoryMap.length; ++j)
{
// do not try if well inside or outside territory
if (this.frontierMap.map[j] === 0)
continue
if (this.frontierMap.map[j] === 1 && template.hasClass("Tower"))
continue;
if (this.basesMap.map[j] === 0) // inaccessible cell
continue;
if (obstructions.map[j] <= radius) // check room around
continue;
var pos = [j%width+0.5, Math.floor(j/width)+0.5];
pos = [gameState.cellSize*pos[0], gameState.cellSize*pos[1]];
// checking distances to other structures
var minDist = Math.min();
for (var str of 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 (var str of ownStructures)
{
var strPos = str.position();
if (!strPos)
continue;
var dist = API3.SquareVectorDistance(strPos, pos);
if ((template.hasClass("Tower") && str.hasClass("Tower")) || (template.hasClass("Fortress") && str.hasClass("Fortress")))
var cutDist = 4225; // TODO check on true buildrestrictions instead of this 65*65
else
var cutDist = 900; // 30*30 TODO maybe increase it
if (dist < cutDist)
{
minDist = -1;
break;
}
}
if (minDist < 0)
continue;
if (bestVal !== undefined && minDist > bestVal)
continue;
bestVal = minDist;
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"));
};
m.HQ.prototype.buildMarket = function(gameState, queues)
{
if (gameState.getPopulation() < this.Config.Economy.popForMarket ||
queues.economicBuilding.countQueuedUnitsWithClass("BarterMarket") !== 0 ||
gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market"), true) !== 0)
return;
if (!this.canBuild(gameState, "structures/{civ}_market"))
return;
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_market"));
};
// Build a farmstead to go to town phase faster and prepare for research. Only really active on higher diff mode.
m.HQ.prototype.buildFarmstead = function(gameState, queues)
{
// Only build one farmstead for the time being ("DropsiteFood" does not refer to CCs)
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_farmstead"), true) > 0)
return;
// Wait to have at least one dropsite and house before the farmstead
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_storehouse"), true) == 0)
return;
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_house"), true) == 0)
return;
if (queues.economicBuilding.countQueuedUnitsWithClass("DropsiteFood") > 0)
return;
if (!this.canBuild(gameState, "structures/{civ}_farmstead"))
return;
queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_farmstead"));
};
// build more houses if needed.
// kinda ugly, lots of special cases to both build enough houses but not tooo many…
m.HQ.prototype.buildMoreHouses = function(gameState,queues)
{
if (gameState.getPopulationMax() <= gameState.getPopulationLimit())
return;
var numPlanned = queues.house.length();
if (numPlanned < 3 || (numPlanned < 5 && gameState.getPopulation() > 80))
{
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_house");
// make the difficulty available to the isGo function without having to pass it as argument
var difficulty = this.Config.difficulty;
var self = this;
// change the starting condition according to the situation.
plan.isGo = function (gameState) {
if (!self.canBuild(gameState, "structures/{civ}_house"))
return false;
if (gameState.getPopulationMax() <= gameState.getPopulationLimit())
return false;
var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true);
var freeSlots = 0;
// TODO how to modify with tech
var popBonus = gameState.getTemplate(gameState.applyCiv("structures/{civ}_house")).getPopulationBonus();
freeSlots = gameState.getPopulationLimit() + HouseNb*popBonus - gameState.getPopulation();
if (self.saveResources)
return (freeSlots <= 10);
else if (gameState.getPopulation() > 55 && difficulty > 1)
return (freeSlots <= 21);
else if (gameState.getPopulation() >= 30 && difficulty > 0)
return (freeSlots <= 15);
else
return (freeSlots <= 10);
};
queues.house.addItem(plan);
}
if (numPlanned > 0 && this.econState == "townPhasing")
{
var count = gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length;
var index = this.stopBuilding.indexOf(gameState.applyCiv("structures/{civ}_house"));
if (count < 5 && index !== -1)
{
if (this.Config.debug > 0)
warn("no room to place a house ... try to be less restrictive");
this.stopBuilding.splice(index, 1);
this.requireHouses = true;
}
var houseQueue = queues.house.queue;
for (var i = 0; i < numPlanned; ++i)
{
if (houseQueue[i].isGo(gameState))
++count;
else if (count < 5)
{
houseQueue[i].isGo = function () { return true; };
++count;
}
}
}
if (this.requireHouses && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length >= 5)
this.requireHouses = undefined;
// When population limit too tight
// - if no room to build, try to improve with technology
// - otherwise increase temporarily the priority of houses
var HouseNb = gameState.countEntitiesByType(gameState.applyCiv("foundation|structures/{civ}_house"), true);
var freeSlots = 0;
var popBonus = gameState.getTemplate(gameState.applyCiv("structures/{civ}_house")).getPopulationBonus();
freeSlots = gameState.getPopulationLimit() + HouseNb*popBonus - gameState.getPopulation();
if (freeSlots < 5)
{
var index = this.stopBuilding.indexOf(gameState.applyCiv("structures/{civ}_house"));
if (index !== -1)
{
if (this.Config.debug > 0)
warn("no room to place a house ... try to improve with technology");
this.researchManager.researchPopulationBonus(gameState, queues);
}
else if (index === -1)
var priority = 2*this.Config.priorities.house;
}
else
var priority = this.Config.priorities.house;
if (priority && priority !== gameState.ai.queueManager.getPriority("house"))
gameState.ai.queueManager.changePriority("house", priority);
};
// checks the status of the territory expansion. If no new economic bases created, build some strategic ones.
m.HQ.prototype.checkBaseExpansion = function(gameState,queues)
{
if (queues.civilCentre.length() > 0)
return;
// first expand if we have not enough room available for buildings
if (this.stopBuilding.length > 1)
{
if (this.Config.debug > 1)
warn("try to build a new base because not enough room to build " + uneval(this.stopBuilding));
this.buildNewBase(gameState, queues);
return;
}
// then expand if we have lots of units
var numUnits = gameState.getOwnUnits().length;
var numCCs = gameState.countEntitiesByType(this.bBase[0], true);
var popForBase = this.Config.Economy.popForTown + 20;
if (this.saveResources)
popForBase = this.Config.Economy.popForTown + 5;
if (Math.floor(numUnits/popForBase) >= numCCs)
{
if (this.Config.debug > 1)
warn("try to build a new base because of population " + numUnits + " for " + numCCs + " CCs");
this.buildNewBase(gameState, queues);
}
};
m.HQ.prototype.buildNewBase = function(gameState, queues, type)
{
if (gameState.currentPhase() === 1 && !gameState.isResearching(gameState.townPhase()))
return false;
if (gameState.countFoundationsByType(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 (this.saveResources)
return;
if (gameState.currentPhase() > 2 || gameState.isResearching(gameState.cityPhase()))
{
// try to build fortresses
var fortressType = "structures/{civ}_fortress";
if (gameState.civ() === "celt")
{
if (Math.random() > 0.5)
fortressType = "structures/{civ}_fortress_b";
else
fortressType = "structures/{civ}_fortress_g";
}
if (queues.defenseBuilding.length() === 0 && this.canBuild(gameState, fortressType))
{
if (gameState.civ() !== "celt")
var numFortresses = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress"), true);
else
var numFortresses = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress_b"), true)
+ gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_fortress_g"), true);
if (gameState.ai.elapsedTime > (1 + 0.10*numFortresses)*this.fortressLapseTime + this.fortressStartTime)
{
this.fortressStartTime = gameState.ai.elapsedTime;
queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, fortressType));
}
}
// let's add a siege building plan to the current attack plan if there is none currently.
var numSiegeBuilder = 0;
if (gameState.civ() !== "celt" && gameState.civ() !== "mace" && gameState.civ() !== "maur")
numSiegeBuilder += gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress"), true);
if (gameState.civ() === "celt")
numSiegeBuilder += (gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_b"), true)
+ gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_g"), true));
if (gameState.civ() === "mace" || gameState.civ() === "maur" || gameState.civ() === "rome")
numSiegeBuilder += gameState.countEntitiesByType(this.bAdvanced[0], true);
if (numSiegeBuilder > 0)
{
var attack = undefined;
// There can only be one upcoming attack
if (this.attackManager.upcomingAttacks["Attack"].length !== 0)
var attack = this.attackManager.upcomingAttacks["Attack"][0];
else if (this.attackManager.upcomingAttacks["HugeAttack"].length !== 0)
var attack = this.attackManager.upcomingAttacks["HugeAttack"][0];
if (attack && !attack.unitStat["Siege"])
attack.addSiegeUnits(gameState);
}
}
if (gameState.currentPhase() < 2
|| queues.defenseBuilding.length() !== 0
|| !this.canBuild(gameState, "structures/{civ}_defense_tower"))
return;
var numTowers = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_defense_tower"), true);
if (gameState.ai.elapsedTime > (1 + 0.10*numTowers)*this.towerLapseTime + this.towerStartTime)
{
this.towerStartTime = gameState.ai.elapsedTime;
queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_defense_tower"));
}
// TODO otherwise protect markets and civilcentres
};
m.HQ.prototype.buildBlacksmith = function(gameState, queues)
{
if (gameState.getPopulation() < this.Config.Military.popForBlacksmith
|| queues.militaryBuilding.length() !== 0
|| gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_blacksmith"), true) > 0)
return;
// build a market before the blacksmith
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_market"), true) == 0)
return;
if (this.canBuild(gameState, "structures/{civ}_blacksmith"))
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_blacksmith"));
};
// Deals with constructing military buildings (barracks, stables…)
// They are mostly defined by Config.js. This is unreliable since changes could be done easily.
// TODO: We need to determine these dynamically. Also doesn't build fortresses since the above function does that.
// TODO: building placement is bad. Choice of buildings is also fairly dumb.
m.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
{
if (this.canBuild(gameState, "structures/{civ}_barracks") && queues.militaryBuilding.length() === 0)
{
var barrackNb = gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_barracks"), true);
// first barracks.
if (barrackNb === 0 && (gameState.getPopulation() > this.Config.Military.popForBarracks1 ||
(this.econState == "townPhasing" && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length < 5)))
{
var priority = this.Config.priorities.militaryBuilding;
gameState.ai.queueManager.changePriority("militaryBuilding", 2*priority);
var preferredBase = this.findBestBaseForMilitary(gameState);
var plan = new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase });
plan.onStart = function(gameState) { gameState.ai.queueManager.changePriority("militaryBuilding", priority); };
queues.militaryBuilding.addItem(plan);
}
// second barracks, then 3rd barrack, and optional 4th for some civs as they rely on barracks more.
else if (barrackNb === 1 && gameState.getPopulation() > this.Config.Military.popForBarracks2)
{
var preferredBase = this.findBestBaseForMilitary(gameState);
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase }));
}
else if (barrackNb === 2 && gameState.getPopulation() > this.Config.Military.popForBarracks2 + 20)
{
var preferredBase = this.findBestBaseForMilitary(gameState);
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase }));
}
else if (barrackNb === 3 && gameState.getPopulation() > this.Config.Military.popForBarracks2 + 50
&& (gameState.civ() == "gaul" || gameState.civ() == "brit" || gameState.civ() == "iber"))
{
var preferredBase = this.findBestBaseForMilitary(gameState);
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_barracks", { "preferredBase": preferredBase }));
}
}
//build advanced military buildings
if (gameState.currentPhase() > 2 && gameState.getPopulation() > 80 && queues.militaryBuilding.length() === 0 && this.bAdvanced.length !== 0)
{
var nAdvanced = 0;
for (var advanced of this.bAdvanced)
nAdvanced += gameState.countEntitiesAndQueuedByType(advanced, true);
if (nAdvanced === 0 || (nAdvanced < this.bAdvanced.length && gameState.getPopulation() > 120))
{
for (var advanced of this.bAdvanced)
{
if (gameState.countEntitiesAndQueuedByType(advanced, true) < 1 && this.canBuild(gameState, advanced))
{
var preferredBase = this.findBestBaseForMilitary(gameState);
queues.militaryBuilding.addItem(new m.ConstructionPlan(gameState, advanced, { "preferredBase": preferredBase }));
break;
}
}
}
}
};
/**
* Construct military building in bases nearest to the ennemies TODO revisit as the nearest one may not be accessible
*/
m.HQ.prototype.findBestBaseForMilitary = function(gameState)
{
var ccEnts = gameState.getEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
var bestBase = 1;
var distMin = Math.min();
for (var cce of ccEnts)
{
if (gameState.isPlayerAlly(cce.owner()))
continue;
for (var cc of ccEnts)
{
if (cc.owner() != PlayerID)
continue;
var dist = API3.SquareVectorDistance(cc.position(), cce.position());
if (dist > distMin)
continue;
bestBase = cc.getMetadata(PlayerID, "base");
distMin = dist;
}
}
return bestBase;
};
/**
* train with highest priority ranged infantry in the nearest civil centre from a given set of positions
* and garrison them there for defense
*/
m.HQ.prototype.trainEmergencyUnits = function(gameState, positions)
{
var available = gameState.ai.queueManager.getAvailableResources(gameState);
var total = gameState.getResources();
var distcut = 20000;
var nearestAnchor = undefined;
var templateAnchor = undefined;
var distmin = undefined;
var rangedUnit = false;
for (var pos of positions)
{
var access = gameState.ai.accessibility.getAccessValue(pos);
// check nearest base anchor
for each (var base in this.baseManagers)
{
if (!base.anchor || !base.anchor.position())
continue;
if (base.anchor.getMetadata(PlayerID, "access") !== access)
continue;
var trainables = base.anchor.trainableEntities();
if (!trainables) // base still in construction
continue;
var queue = base.anchor._entity.trainingQueue
if (queue)
{
var time = 0;
for (var item of queue)
if (item.progress > 0 || (item.metadata && item.metadata.garrisonType))
time += item.timeRemaining;
if (time/1000 > 5)
continue;
}
var templateFound = undefined;
for (var trainable of trainables)
{
var template = gameState.getTemplate(trainable);
if (!template.hasClass("Infantry") || !template.hasClass("Ranged")
|| !template.hasClass("CitizenSoldier"))
continue;
if (!total.canAfford(new API3.Resources(template.cost())))
{
if (rangedUnit)
continue;
// if we still have no ranged units, but can afford a melee unit, let's try it
var template = gameState.getTemplate(trainable);
if (!template.hasClass("Infantry") || !template.hasClass("Melee")
|| !template.hasClass("CitizenSoldier"))
continue;
if (!total.canAfford(new API3.Resources(template.cost())))
continue;
}
else
rangedUnit = true;
templateFound = [trainable, template];
if (rangedUnit)
break;
}
if (!templateFound)
continue;
var dist = API3.SquareVectorDistance(base.anchor.position(), pos);
if (nearestAnchor && dist > distmin)
continue;
distmin = dist;
nearestAnchor = base.anchor;
templateAnchor = templateFound;
}
}
if (!nearestAnchor || distmin > distcut)
return;
var autogarrison = rangedUnit;
var numGarrisoned = this.garrisonManager.numberOfGarrisonedUnits(nearestAnchor);
if (nearestAnchor._entity.trainingQueue)
{
for (var item of nearestAnchor._entity.trainingQueue)
{
if (item.metadata && item.metadata["garrisonType"])
numGarrisoned += item.count;
else if (!item.progress || !item.metadata || !item.metadata.trainer)
nearestAnchor.stopProduction(item.id);
}
}
if (rangedUnit && numGarrisoned >= nearestAnchor.garrisonMax())
{
// No more room to garrison ... favor a melee unit
autogarrison = false;
var trainables = nearestAnchor.trainableEntities();
for (var trainable of trainables)
{
var template = gameState.getTemplate(trainable);
if (!template.hasClass("Infantry") || !template.hasClass("Melee")
|| !template.hasClass("CitizenSoldier"))
continue;
if (!total.canAfford(new API3.Resources(template.cost())))
continue;
templateAnchor = [trainable, template];
break;
}
}
// Check first if we can afford it without touching other the accounts
// and if not, take some of ther accounted resources
// TODO sort the queues to be substracted
var cost = new API3.Resources(templateAnchor[1].cost());
if (!gameState.ai.queueManager.accounts["emergency"].canAfford(cost))
{
for (var p in gameState.ai.queueManager.queues)
{
if (p === "emergency")
continue;
gameState.ai.queueManager.transferAccounts(cost, p, "emergency");
if (gameState.ai.queueManager.accounts["emergency"].canAfford(cost))
break;
}
}
var metadata = { "role": "worker", "base": nearestAnchor.getMetadata(PlayerID, "base"), "trainer": nearestAnchor.id() };
if (autogarrison)
metadata.garrisonType = "protection";
gameState.ai.queues.emergency.addItem(new m.TrainingPlan(gameState, templateAnchor[0], metadata, 1, 1));
};
m.HQ.prototype.canBuild = function(gameState, structure)
{
var type = gameState.applyCiv(structure);
// available room to build it
if (this.stopBuilding.indexOf(type) !== -1)
return false;
// build limits
var template = gameState.getTemplate(type);
if (!template.available(gameState))
return false;
var limits = gameState.getEntityLimits();
for (var limitClass in limits)
if (template.hasClass(limitClass) && gameState.getOwnStructures().filter(API3.Filters.byClass(limitClass)).length >= limits[limitClass])
return false;
return true;
};
m.HQ.prototype.updateTerritories = function(gameState)
{
// TODO may-be update also when territory decreases. For the moment, only increases are taking into account
if (this.lastTerritoryUpdate == gameState.ai.playedTurn)
return;
this.lastTerritoryUpdate = gameState.ai.playedTurn;
var width = this.territoryMap.width;
var expansion = false;
for (var j = 0; j < this.territoryMap.length; ++j)
{
if (this.borderMap.map[j] === 2)
continue;
if (this.territoryMap.getOwnerIndex(j) !== PlayerID)
{
if (this.basesMap.map[j] === 0)
continue;
var baseID = this.basesMap.map[j];
var index = this.baseManagers[baseID].territoryIndices.indexOf(j);
if (index === -1)
{
warn(" problem in headquarters::updateTerritories for base " + baseID);
continue;
}
this.baseManagers[baseID].territoryIndices.splice(index, 1);
this.basesMap.map[j] = 0;
}
else if (this.basesMap.map[j] === 0)
{
var index = gameState.ai.accessibility.landPassMap[j];
if (!this.allowedRegions[index])
continue;
var distmin = Math.min();
var baseID = undefined;
var pos = [j%width+0.5, Math.floor(j/width)+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 !== index)
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
this.stopBuilding = [];
};
// TODO: use pop(). Currently unused as this is too gameable.
m.HQ.prototype.garrisonAllFemales = function(gameState)
{
var buildings = gameState.getOwnStructures().filter(API3.Filters.byCanGarrison()).toEntityArray();
var females = gameState.getOwnUnits().filter(API3.Filters.byClass("Support"));
var cache = {};
females.forEach( function (ent) {
if (!ent.position())
return;
for (var i in buildings)
{
var struct = buildings[i];
if (!cache[struct.id()])
cache[struct.id()] = 0;
if (struct.garrisoned() && struct.garrisonMax() - struct.garrisoned().length - cache[struct.id()] > 0)
{
ent.garrison(struct);
cache[struct.id()]++;
break;
}
}
});
this.hasGarrisonedFemales = true;
};
m.HQ.prototype.ungarrisonAll = function(gameState) {
this.hasGarrisonedFemales = false;
var buildings = gameState.getOwnStructures().filter(API3.Filters.and(API3.Filters.byClass("Structure"),API3.Filters.byCanGarrison())).toEntityArray();
buildings.forEach( function (struct) {
if (struct.garrisoned() && struct.garrisoned().length)
struct.unloadAll();
});
};
// Count gatherers returning resources in the number of gatherers of resourceSupplies
// to prevent the AI always reaffecting idle workers to these resourceSupplies (specially in naval maps).
m.HQ.prototype.assignGatherers = function(gameState)
{
for each (var base in this.baseManagers)
{
base.workers.forEach( function (worker) {
if (worker.unitAIState().split(".")[1] !== "RETURNRESOURCE")
return;
var orders = worker.unitAIOrderData();
if (orders.length < 2 || !orders[1].target || orders[1].target !== worker.getMetadata(PlayerID, "supply"))
return;
m.AddTCGatherer(gameState, orders[1].target);
});
}
};
// Check that the chosen position is not too near from an invading army
m.HQ.prototype.isDangerousLocation = function(pos)
{
for (var army of this.defenseManager.armies)
if (army.foePosition && API3.SquareVectorDistance(army.foePosition, pos) < 12000)
return true;
return false;
};
// Some functions are run every turn
// Others once in a while
m.HQ.prototype.update = function(gameState, queues, events)
{
Engine.ProfileStart("Headquarters update");
this.territoryMap = m.createTerritoryMap(gameState);
if (this.Config.debug > 0)
{
gameState.getOwnUnits().forEach (function (ent) {
if (!ent.hasClass("CitizenSoldier") || ent.hasClass("Cavalry"))
return;
if (!ent.position())
return;
var idlePos = ent.setMetadata(PlayerID, "idlePos");
if (idlePos === undefined || idlePos[0] !== ent.position()[0] || idlePos[1] !== ent.position()[1])
{
ent.setMetadata(PlayerID, "idlePos", ent.position());
ent.setMetadata(PlayerID, "idleTim", gameState.ai.playedTurn);
return;
}
if (gameState.ai.playedTurn - ent.getMetadata(PlayerID, "idleTim") < 50)
return;
warn(" unit idle since " + (gameState.ai.playedTurn-ent.getMetadata(PlayerID, "idleTim")) + " turns");
warn(" unitai state " + ent.unitAIState());
warn(" >>> base " + ent.getMetadata(PlayerID, "base"));
warn(" >>> role " + ent.getMetadata(PlayerID, "role"));
warn(" >>> subrole " + ent.getMetadata(PlayerID, "subrole"));
warn(" >>> gather-type " + ent.getMetadata(PlayerID, "gather-type"));
warn(" >>> target-foundation " + ent.getMetadata(PlayerID, "target-foundation"));
warn(" >>> PartOfArmy " + ent.getMetadata(PlayerID, "PartOfArmy"));
warn(" >>> plan " + ent.getMetadata(PlayerID, "plan"));
warn(" >>> transport " + ent.getMetadata(PlayerID, "transport"));
ent.setMetadata(PlayerID, "idleTim", gameState.ai.playedTurn);
});
}
this.checkEvents(gameState, events, queues);
this.researchManager.checkPhase(gameState, 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);
if (this.baseManagers[1])
{
this.trainMoreWorkers(gameState, queues);
if (gameState.ai.playedTurn % 2 === 1)
this.buildMoreHouses(gameState,queues);
if (gameState.ai.playedTurn % 4 === 2 && !this.saveResources)
this.buildFarmstead(gameState, queues);
if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1)
this.researchManager.update(gameState, queues);
}
if (gameState.currentPhase() > 1)
{
// sandbox doesn't expand
if (this.Config.difficulty > 0 && gameState.ai.playedTurn % 10 === 7)
this.checkBaseExpansion(gameState, queues);
if (!this.saveResources)
{
this.buildMarket(gameState, queues);
this.buildBlacksmith(gameState, queues);
this.buildTemple(gameState, queues);
}
if (this.Config.difficulty > 1)
this.tradeManager.update(gameState, queues);
}
this.garrisonManager.update(gameState, events);
this.defenseManager.update(gameState, events);
if (!this.saveResources)
this.constructTrainingBuildings(gameState, queues);
if (this.Config.difficulty > 0)
this.buildDefenses(gameState, queues);
this.assignGatherers(gameState);
for (var i in this.baseManagers)
{
this.baseManagers[i].checkEvents(gameState, events, queues);
if (((+i + gameState.ai.playedTurn)%(m.playerGlobals[PlayerID].uniqueIDBases - 1)) === 0)
this.baseManagers[i].update(gameState, queues, events);
}
this.navalManager.update(gameState, queues, events);
if (this.Config.difficulty > 0)
this.attackManager.update(gameState, queues, events);
Engine.ProfileStop();
};
return m;
}(PETRA);