0ad/binaries/data/mods/public/simulation/ai/aegis/queueplan-research.js
wraitii d23b7deb98 Various improvements to AI's early game. Simplify some code and improve on other. Add a few different strategies (Rush/normal/boom, quite basic for now, refs #2344).
Aegis should mostly respect tech limitations so I'll ref #1964.
I'm going to go with #2364 is fixed, the AI should be more efficient in
early-game, and late-game is a known problem.
Fixes #2274 and fixes #2379.
Refs #2372 as it should fix several of those warnings for AIs.
Fixes #2256 with a new bartering system, in parts taken from mimo's
patch.

This was SVN commit r14582.
2014-01-14 19:54:31 +00:00

51 lines
1.3 KiB
JavaScript

var AEGIS = function(m)
{
m.ResearchPlan = function(gameState, type, rush) {
if (!m.QueuePlan.call(this, gameState, type, {}))
return false;
if (this.template.researchTime === undefined)
return false;
this.category = "technology";
this.rush = rush ? true : false;
return true;
};
m.ResearchPlan.prototype = Object.create(m.QueuePlan.prototype);
m.ResearchPlan.prototype.canStart = function(gameState) {
// also checks canResearch
return (gameState.findResearchers(this.type).length !== 0);
};
m.ResearchPlan.prototype.start = function(gameState) {
var self = this;
//m.debug ("Starting the research plan for " + this.type);
var trainers = gameState.findResearchers(this.type).toEntityArray();
//for (var i in trainers)
// warn (this.type + " - " +trainers[i].genericName());
// Prefer training buildings with short queues
// (TODO: this should also account for units added to the queue by
// plans that have already been executed this turn)
if (trainers.length > 0){
trainers.sort(function(a, b) {
return (a.trainingQueueTime() - b.trainingQueueTime());
});
// drop anything in the queue if we rush it.
if (this.rush)
trainers[0].stopAllProduction(0.45);
trainers[0].research(this.type);
}
this.onStart(gameState);
};
return m;
}(AEGIS);