0ad/binaries/data/mods/public/simulation/ai/qbot/worker.js

247 lines
7.3 KiB
JavaScript

/**
* This class makes a worker do as instructed by the economy manager
*/
var Worker = function(ent) {
this.ent = ent;
this.approachCount = 0;
};
Worker.prototype.update = function(gameState) {
var subrole = this.ent.getMetadata("subrole");
if (!this.ent.position()){
// If the worker has no position then no work can be done
return;
}
if (subrole === "gatherer"){
if (!(this.ent.unitAIState().split(".")[1] === "GATHER" && this.ent.unitAIOrderData()[0].type
&& this.getResourceType(this.ent.unitAIOrderData()[0].type) === this.ent.getMetadata("gather-type"))
&& !(this.ent.unitAIState().split(".")[1] === "RETURNRESOURCE")){
// TODO: handle combat for hunting animals
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0 ||
this.ent.resourceCarrying()[0].type === this.ent.getMetadata("gather-type")){
Engine.ProfileStart("Start Gathering");
this.startGathering(gameState);
Engine.ProfileStop();
} else if (this.ent.unitAIState().split(".")[1] !== "RETURNRESOURCE") {
// Should deposit resources
Engine.ProfileStart("Return Resources");
this.returnResources(gameState);
Engine.ProfileStop();
}
this.startApproachingResourceTime = gameState.getTimeElapsed();
//Engine.PostCommand({"type": "set-shading-color", "entities": [this.ent.id()], "rgb": [10,0,0]});
}else{
// If we haven't reached the resource in 2 minutes twice in a row and none of the resource has been
// gathered then mark it as inaccessible.
if (gameState.getTimeElapsed() - this.startApproachingResourceTime > 120000){
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent && ent.resourceSupplyAmount() == ent.resourceSupplyMax()){
if (this.approachCount > 0){
ent.setMetadata("inaccessible", true);
this.ent.setMetadata("subrole", "idle");
}
this.approachCount++;
}else{
this.approachCount = 0;
}
this.startApproachingResourceTime = gameState.getTimeElapsed();
}
}
}
}else if(subrole === "builder"){
if (this.ent.unitAIState().split(".")[1] !== "REPAIR"){
var target = this.ent.getMetadata("target-foundation");
this.ent.repair(target);
}
//Engine.PostCommand({"type": "set-shading-color", "entities": [this.ent.id()], "rgb": [0,10,0]});
}
Engine.ProfileStart("Update Gatherer Counts");
this.updateGathererCounts(gameState);
Engine.ProfileStop();
};
Worker.prototype.updateGathererCounts = function(gameState, dead){
// update gatherer counts for the resources
if (this.ent.unitAIState().split(".")[2] === "GATHERING" && !dead){
if (this.gatheringFrom !== this.ent.unitAIOrderData()[0].target){
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", ent.getMetadata("gatherer-count") - 1);
this.markFull(ent);
}
}
this.gatheringFrom = this.ent.unitAIOrderData()[0].target;
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", (ent.getMetadata("gatherer-count") || 0) + 1);
this.markFull(ent);
}
}
}
}else{
if (this.gatheringFrom){
var ent = gameState.getEntityById(this.gatheringFrom);
if (ent){
ent.setMetadata("gatherer-count", ent.getMetadata("gatherer-count") - 1);
this.markFull(ent);
}
this.gatheringFrom = undefined;
}
}
};
Worker.prototype.markFull = function(ent){
var maxCounts = {"food": 20, "wood": 5, "metal": 20, "stone": 20, "treasure": 1};
if (ent.resourceSupplyType() && ent.getMetadata("gatherer-count") >= maxCounts[ent.resourceSupplyType().generic]){
if (!ent.getMetadata("full")){
ent.setMetadata("full", true);
}
}else{
if (ent.getMetadata("full")){
ent.setMetadata("full", false);
}
}
};
Worker.prototype.startGathering = function(gameState){
var resource = this.ent.getMetadata("gather-type");
var ent = this.ent;
if (!ent.position()){
// TODO: work out what to do when entity has no position
return;
}
// find closest dropsite which has nearby resources of the correct type
var minDropsiteDist = Math.min(); // set to infinity initially
var nearestResources = undefined;
var nearestDropsite = undefined;
gameState.updatingCollection("active-dropsite-" + resource, Filters.byMetadata("active-dropsite-" + resource, true),
gameState.getOwnDropsites(resource)).forEach(function (dropsite){
if (dropsite.position()){
var dist = VectorDistance(ent.position(), dropsite.position());
if (dist < minDropsiteDist){
minDropsiteDist = dist;
nearestResources = dropsite.getMetadata("nearby-resources-" + resource);
nearestDropsite = dropsite;
}
}
});
if (!nearestResources || nearestResources.length === 0){
nearestResources = gameState.getResourceSupplies(resource);
gameState.getOwnDropsites(resource).forEach(function (dropsite){
if (dropsite.position()){
var dist = VectorDistance(ent.position(), dropsite.position());
if (dist < minDropsiteDist){
minDropsiteDist = dist;
nearestDropsite = dropsite;
}
}
});
}
if (nearestResources.length === 0){
debug("No " + resource + " found! (1)");
return;
}
var supplies = [];
var nearestSupplyDist = Math.min();
var nearestSupply = undefined;
nearestResources.forEach(function(supply) {
// TODO: handle enemy territories
if (!supply.position()){
return;
}
// measure the distance to the resource
var dist = VectorDistance(supply.position(), ent.position());
// Add on a factor for the nearest dropsite if one exists
if (nearestDropsite){
dist += 5 * VectorDistance(supply.position(), nearestDropsite.position());
}
// Go for treasure as a priority
if (dist < 1000 && supply.resourceSupplyType().generic == "treasure"){
dist /= 1000;
}
if (dist < nearestSupplyDist){
nearestSupplyDist = dist;
nearestSupply = supply;
}
});
if (nearestSupply) {
var pos = nearestSupply.position();
var territoryOwner = gameState.getTerritoryMap().getOwner(pos);
if (!gameState.ai.accessibility.isAccessible(pos) ||
(territoryOwner != gameState.getPlayerID() && territoryOwner != 0)){
nearestSupply.setMetadata("inaccessible", true);
}else{
ent.gather(nearestSupply);
}
}else{
debug("No " + resource + " found! (2)");
}
};
// Makes the worker deposit the currently carried resources at the closest dropsite
Worker.prototype.returnResources = function(gameState){
if (!this.ent.resourceCarrying() || this.ent.resourceCarrying().length === 0){
return;
}
var resource = this.ent.resourceCarrying()[0].type;
var self = this;
if (!this.ent.position()){
// TODO: work out what to do when entity has no position
return;
}
var closestDropsite = undefined;
var dist = Math.min();
gameState.getOwnDropsites(resource).forEach(function(dropsite){
if (dropsite.position()){
var d = VectorDistance(self.ent.position(), dropsite.position());
if (d < dist){
dist = d;
closestDropsite = dropsite;
}
}
});
if (!closestDropsite){
debug("No dropsite found for " + resource);
return;
}
this.ent.returnResources(closestDropsite);
};
Worker.prototype.getResourceType = function(type){
if (!type || !type.generic){
return undefined;
}
if (type.generic === "treasure"){
return type.specific;
}else{
return type.generic;
}
};