0ad/binaries/data/mods/public/simulation/ai/aegis/queueplan-building.js
2014-01-22 20:26:45 +00:00

224 lines
7.2 KiB
JavaScript

var AEGIS = function(m)
{
// Defines a construction plan, ie a building.
// We'll try to fing a good position if non has been provided
m.ConstructionPlan = function(gameState, type, metadata, position) {
if (!m.QueuePlan.call(this, gameState, type, metadata))
return false;
this.position = position ? position : 0;
this.category = "building";
return true;
};
m.ConstructionPlan.prototype = Object.create(m.QueuePlan.prototype);
// checks other than resource ones.
// TODO: change this.
// TODO: if there are specific requirements here, maybe try to do them?
m.ConstructionPlan.prototype.canStart = function(gameState) {
if (gameState.buildingsBuilt > 0)
return false;
if (!this.isGo(gameState))
return false;
// TODO: verify numeric limits etc
if (this.template.requiredTech() && !gameState.isResearched(this.template.requiredTech()))
{
return false;
}
var builders = gameState.findBuilders(this.type);
return (builders.length != 0);
};
m.ConstructionPlan.prototype.start = function(gameState) {
var builders = gameState.findBuilders(this.type).toEntityArray();
// We don't care which builder we assign, since they won't actually
// do the building themselves - all we care about is that there is
// some unit that can start the foundation
var pos = this.findGoodPosition(gameState);
if (!pos){
if (this.template.hasClass("Naval"))
gameState.ai.HQ.dockFailed = true;
m.debug("No room to place " + this.type);
return;
}
if (this.template.hasClass("Naval"))
m.debug (pos);
gameState.buildingsBuilt++;
if (gameState.getTemplate(this.type).buildCategory() === "Dock")
{
for (var angle = 0; angle < Math.PI * 2; angle += Math.PI/4)
{
builders[0].construct(this.type, pos.x, pos.z, angle, this.metadata);
}
} else {
// try with the lowest, move towards us unless we're same
if (pos.x == pos.xx && pos.z == pos.zz)
builders[0].construct(this.type, pos.x, pos.z, pos.angle, this.metadata);
else
{
for (var step = 0; step <= 1; step += 0.2)
{
builders[0].construct(this.type, (step*pos.x + (1-step)*pos.xx), (step*pos.z + (1-step)*pos.zz), pos.angle, this.metadata);
}
}
}
this.onStart(gameState);
};
m.ConstructionPlan.prototype.findGoodPosition = function(gameState) {
var template = gameState.getTemplate(this.type);
var cellSize = gameState.cellSize; // size of each tile
// First, find all tiles that are far enough away from obstructions:
var obstructionMap = m.createObstructionMap(gameState,0, template);
//obstructionMap.dumpIm(template.buildCategory() + "_obstructions_pre.png");
if (template.buildCategory() !== "Dock")
obstructionMap.expandInfluences();
//obstructionMap.dumpIm(template.buildCategory() + "_obstructions.png");
// Compute each tile's closeness to friendly structures:
var friendlyTiles = new API3.Map(gameState.sharedScript);
var alreadyHasHouses = false;
// If a position was specified then place the building as close to it as possible
if (this.position) {
var x = Math.floor(this.position[0] / cellSize);
var z = Math.floor(this.position[1] / cellSize);
friendlyTiles.addInfluence(x, z, 255);
} else {
// No position was specified so try and find a sensible place to build
if (this.metadata && this.metadata.base !== undefined)
for each (var px in gameState.ai.HQ.baseManagers[this.metadata.base].territoryIndices)
friendlyTiles.map[px] = 20;
gameState.getOwnStructures().forEach(function(ent) {
var pos = ent.position();
var x = Math.round(pos[0] / cellSize);
var z = Math.round(pos[1] / cellSize);
if (template.hasClass("Field")) {
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf("food") !== -1)
friendlyTiles.addInfluence(x, z, 20, 50);
} else if (template.hasClass("House")) {
if (ent.hasClass("House"))
{
friendlyTiles.addInfluence(x, z, 15,40); // houses are close to other houses
alreadyHasHouses = true;
} else {
friendlyTiles.addInfluence(x, z, 15, -40); // and further away from other stuffs
}
} else if (template.hasClass("Farmstead")) {
// move farmsteads away to make room.
friendlyTiles.addInfluence(x, z, 25, -25);
} else {
if (template.hasClass("GarrisonFortress") && ent.genericName() == "House")
friendlyTiles.addInfluence(x, z, 30, -50);
else if (template.hasClass("Military"))
friendlyTiles.addInfluence(x, z, 10, -40);
// If this is not a field add a negative influence near the CivCentre because we want to leave this
// area for fields.
if (ent.hasClass("CivCentre"))
friendlyTiles.addInfluence(x, z, 20, -20);
}
});
if (template.hasClass("Farmstead"))
{
for (var j = 0; j < gameState.sharedScript.resourceMaps["wood"].map.length; ++j)
{
var value = friendlyTiles.map[j] - (gameState.sharedScript.resourceMaps["wood"].map[j])/3;
friendlyTiles.map[j] = value >= 0 ? value : 0;
}
}
if (this.metadata && this.metadata.base !== undefined)
for (var base in gameState.ai.HQ.baseManagers)
if (base != this.metadata.base)
for (var j in gameState.ai.HQ.baseManagers[base].territoryIndices)
friendlyTiles.map[gameState.ai.HQ.baseManagers[base].territoryIndices[j]] = 0;
}
//friendlyTiles.dumpIm(template.buildCategory() + "_" +gameState.getTimeElapsed() + ".png", 200);
// Find target building's approximate obstruction radius, and expand by a bit to make sure we're not too close, this
// allows room for units to walk between buildings.
// note: not for houses and dropsites who ought to be closer to either each other or a resource.
// also not for fields who can be stacked quite a bit
var radius = 0;
if (template.hasClass("GarrisonFortress"))
radius = Math.floor(template.obstructionRadius() / cellSize) + 2;
else if (template.buildCategory() === "Dock")
radius = 1;
else if (template.resourceDropsiteTypes() === undefined)
radius = Math.ceil(template.obstructionRadius() / cellSize) + 1;
else
radius = Math.ceil(template.obstructionRadius() / cellSize);
// further contract cause walls
// Note: I'm currently destroying them so that doesn't matter.
//if (gameState.playerData.civ == "iber")
// radius *= 0.95;
// Find the best non-obstructed
if (template.hasClass("House") && !alreadyHasHouses) {
// try to get some space first
var bestTile = friendlyTiles.findBestTile(10, obstructionMap);
var bestIdx = bestTile[0];
var bestVal = bestTile[1];
}
if (bestVal === undefined || bestVal === -1) {
var bestTile = friendlyTiles.findBestTile(radius, obstructionMap);
var bestIdx = bestTile[0];
var bestVal = bestTile[1];
}
if (bestVal === -1) {
return false;
}
//friendlyTiles.setInfluence((bestIdx % friendlyTiles.width), Math.floor(bestIdx / friendlyTiles.width), 1, 200);
//friendlyTiles.dumpIm(template.buildCategory() + "_" +gameState.getTimeElapsed() + ".png", 200);
var x = ((bestIdx % friendlyTiles.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / friendlyTiles.width) + 0.5) * cellSize;
if (template.hasClass("House") || template.hasClass("Field") || template.resourceDropsiteTypes() !== undefined)
var secondBest = obstructionMap.findLowestNeighbor(x,z);
else
var secondBest = [x,z];
// default angle
var angle = 3*Math.PI/4;
return {
"x" : x,
"z" : z,
"angle" : angle,
"xx" : secondBest[0],
"zz" : secondBest[1]
};
};
return m;
}(AEGIS);