0ad/binaries/data/mods/public/simulation/ai/petra/queueplan-building.js
2014-11-30 19:05:39 +00:00

490 lines
16 KiB
JavaScript

var PETRA = 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) // do not start another building if already one this turn
return false;
if (!this.isGo(gameState))
return false;
if (this.template.requiredTech() && !gameState.isResearched(this.template.requiredTech()))
return false;
return (gameState.findBuilders(this.type).length != 0);
};
m.ConstructionPlan.prototype.start = function(gameState)
{
Engine.ProfileStart("Building construction start");
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)
{
gameState.ai.HQ.stopBuild(gameState, this.type);
Engine.ProfileStop();
return;
}
gameState.buildingsBuilt++;
if (this.metadata === undefined)
this.metadata = { "base": pos.base };
else if (this.metadata.base === undefined)
this.metadata.base = pos.base;
if (pos.access)
this.metadata.access = pos.access; // needed for Docks for the position is on water
else
this.metadata.access = gameState.ai.accessibility.getAccessValue([pos.x, pos.z]);
if (this.template.buildCategory() === "Dock")
{
// try to place it a bit inside the land if possible
let cosang = Math.cos(pos.angle);
let sinang = Math.sin(pos.angle);
if (this.template.get("Obstruction") && this.template.get("Obstruction/Static"))
var radius = (+this.template.get("Obstruction/Static/@depth"))/2;
else
var radius = 0;
for (let step = 0; step < radius; step += gameState.cellSize)
builders[0].construct(this.type, pos.x+step*sinang, pos.z+step*cosang,
pos.angle, this.metadata);
}
else if (pos.x == pos.xx && pos.z == pos.zz)
builders[0].construct(this.type, pos.x, pos.z, pos.angle, this.metadata);
else // try with the lowest, move towards us unless we're same
{
for (let 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);
Engine.ProfileStop();
};
// TODO for dock, we should allow building them outside territory, and we should check that we are along the right sea
m.ConstructionPlan.prototype.findGoodPosition = function(gameState)
{
var template = this.template;
if (template.buildCategory() === "Dock")
return this.findDockPosition(gameState);
if (!this.position)
{
if (template.hasClass("CivCentre"))
{
if (this.metadata.type)
var pos = gameState.ai.HQ.findEconomicCCLocation(gameState, template, this.metadata.type);
else
var pos = gameState.ai.HQ.findStrategicCCLocation(gameState, template);
if (pos)
return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "xx": pos[0], "zz": pos[1], "base": 0 };
else
return false;
}
else if (template.hasClass("Tower") || template.hasClass("Fortress"))
{
var pos = gameState.ai.HQ.findDefensiveLocation(gameState, template);
if (pos)
return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "xx": pos[0], "zz": pos[1], "base": pos[2] };
else if (!template.hasClass("Fortress") || gameState.civ() === "mace" || gameState.civ() === "maur" ||
gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress"), true)
+ gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_b"), true)
+ gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_fortress_g"), true)
+ gameState.countEntitiesByType(gameState.applyCiv("structures/{civ}_army_camp"), true) > 0)
// if this fortress is our first siege unit builder, just try the standard placement as we want siege units
return false;
}
else if (template.hasClass("Market"))
{
var pos = gameState.ai.HQ.findMarketLocation(gameState, template);
if (pos && pos[2] > 0)
return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "xx": pos[0], "zz": pos[1], "base": pos[2] };
else if (!pos)
return false;
}
}
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.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 (this.position) // If a position was specified then place the building as close to it as possible
{
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
{
// give a small > 0 level as the result of addInfluence is constrained to be > 0
// if we really need houses (i.e. townPhasing without enough village building), do not apply these constraints
if (this.metadata && this.metadata.base !== undefined)
{
var base = this.metadata.base;
for (var j = 0; j < friendlyTiles.map.length; ++j)
if (gameState.ai.HQ.basesMap.map[j] == base)
friendlyTiles.map[j] = 45;
}
else
{
for (var j = 0; j < friendlyTiles.map.length; ++j)
if (gameState.ai.HQ.basesMap.map[j] != 0)
friendlyTiles.map[j] = 45;
}
if (!gameState.ai.HQ.requireHouses || !template.hasClass("House"))
{
gameState.getOwnStructures().forEach(function(ent) {
var pos = ent.position();
var x = Math.round(pos[0] / cellSize);
var z = Math.round(pos[1] / cellSize);
if (ent.resourceDropsiteTypes() && ent.resourceDropsiteTypes().indexOf("food") !== -1)
{
if (template.hasClass("Field"))
friendlyTiles.addInfluence(x, z, 20, 50);
else // If this is not a field add a negative influence because we want to leave this area for fields
friendlyTiles.addInfluence(x, z, 20, -20);
}
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") && (!ent.hasClass("Field")
&& (!ent.hasClass("StoneWall") || ent.hasClass("Gates"))))
friendlyTiles.addInfluence(x, z, 25, -25); // move farmsteads away to make room (StoneWall test needed for iber)
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 (template.hasClass("Farmstead"))
{
for (var j = 0; j < friendlyTiles.map.length; ++j)
{
var value = friendlyTiles.map[j] - (gameState.sharedScript.resourceMaps["wood"].map[j])/3;
friendlyTiles.map[j] = value >= 0 ? value : 0;
if (gameState.ai.HQ.borderMap.map[j] > 0)
friendlyTiles.map[j] /= 2; // we need space around farmstead, so disfavor map border
}
}
}
// requires to be inside our territory, and inside our base territory if required
// and if our first market, put it on border if possible to maximize distance with next market
var favorBorder = template.hasClass("BarterMarket");
var disfavorBorder = (template.buildCategory() === "Dock");
var preferredBase = (this.metadata && this.metadata.preferredBase);
if (this.metadata && this.metadata.base !== undefined)
{
var base = this.metadata.base;
for (var j = 0; j < friendlyTiles.map.length; ++j)
{
if (gameState.ai.HQ.basesMap.map[j] != base)
friendlyTiles.map[j] = 0;
else if (favorBorder && gameState.ai.HQ.borderMap.map[j] > 0)
friendlyTiles.map[j] += 50;
else if (disfavorBorder && gameState.ai.HQ.borderMap.map[j] == 0 && friendlyTiles.map[j] > 0)
friendlyTiles.map[j] += 10;
if (friendlyTiles.map[j] > 0)
{
var x = (j % friendlyTiles.width + 0.5) * cellSize;
var z = (Math.floor(j / friendlyTiles.width) + 0.5) * cellSize;
if (gameState.ai.HQ.isDangerousLocation([x, z]))
friendlyTiles.map[j] = 0;
}
}
}
else
{
for (var j = 0; j < friendlyTiles.map.length; ++j)
{
if (gameState.ai.HQ.basesMap.map[j] == 0)
friendlyTiles.map[j] = 0;
else if (favorBorder && gameState.ai.HQ.borderMap.map[j] > 0)
friendlyTiles.map[j] += 50;
else if (disfavorBorder && gameState.ai.HQ.borderMap.map[j] == 0 && friendlyTiles.map[j] > 0)
friendlyTiles.map[j] += 10;
if (preferredBase && gameState.ai.HQ.basesMap.map[j] == this.metadata.preferredBase)
friendlyTiles.map[j] += 200;
if (friendlyTiles.map[j] > 0)
{
var x = (j % friendlyTiles.width + 0.5) * cellSize;
var z = (Math.floor(j / friendlyTiles.width) + 0.5) * cellSize;
if (gameState.ai.HQ.isDangerousLocation([x, z]))
friendlyTiles.map[j] = 0;
}
}
}
// 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("Fortress") || this.type === gameState.applyCiv("structures/{civ}_siege_workshop")
|| this.type === gameState.applyCiv("structures/{civ}_elephant_stables"))
radius = Math.floor(template.obstructionRadius() / cellSize) + 3;
else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") && !template.hasClass("Field"))
radius = Math.ceil(template.obstructionRadius() / cellSize) + 1;
else
radius = Math.ceil(template.obstructionRadius() / cellSize);
// 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 <= 0)
return false;
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 = 3*Math.PI/4;
return { "x": x, "z": z, "angle": 3*Math.PI/4, "xx": secondBest[0], "zz": secondBest[1],
"base": gameState.ai.HQ.basesMap.map[bestIdx] };
};
// Placement of buildings with Dock build category
m.ConstructionPlan.prototype.findDockPosition = function(gameState)
{
var template = this.template;
var cellSize = gameState.cellSize; // size of each tile
var territoryMap = gameState.ai.HQ.territoryMap;
var obstructionMap = m.createObstructionMap(gameState, 0, template);
//obstructionMap.dumpIm(template.buildCategory() + "_obstructions.png");
var bestIdx = undefined;
var bestVal = 0;
var landPassMap = gameState.ai.accessibility.landPassMap;
var navalPassMap = gameState.ai.accessibility.navalPassMap;
for (let j = 0; j < territoryMap.length; ++j)
{
if (obstructionMap.map[j] <= 0)
continue;
if (this.metadata)
{
if (this.metadata.land && landPassMap[j] !== this.metadata.land)
continue;
if (this.metadata.sea && navalPassMap[j] !== this.metadata.sea)
continue;
}
let tileOwner = territoryMap.getOwnerIndex(j);
if (tileOwner !== 0 && gameState.isPlayerEnemy(tileOwner))
continue;
// if not in our (or allied) territory, we do not want it too far to be able to defend it
let nearby = m.getFrontierProximity(gameState, j, gameState.ai.HQ.borderMap);
if (nearby > 4)
continue;
bestVal = 1;
bestIdx = j;
}
if (bestVal <= 0)
return false;
var x = ((bestIdx % territoryMap.width) + 0.5) * cellSize;
var z = (Math.floor(bestIdx / territoryMap.width) + 0.5) * cellSize;
// Needed for dock placement whose position will be changed
var access = gameState.ai.accessibility.getAccessValue([x, z]);
// for Dock placement, we need to improve the position of the building as the position given here
// is only the position on the shore, while the need the position of the center of the building
// We also need to find the angle of the building
var angle = this.getDockAngle(gameState, x, z);
if (angle === false)
return false;
// Assign this dock to a base
var baseIndex = gameState.ai.HQ.basesMap.map[bestIdx];
if (!baseIndex)
{
for (let i in gameState.ai.HQ.baseManagers)
{
let base = gameState.ai.HQ.baseManagers[i];
if (!base.anchor || !base.anchor.position())
continue;
if (base.accessIndex !== access)
continue;
baseIndex = i;
break;
}
if (!baseIndex)
API3.warn("Petra: dock constructed without base index " + baseIndex);
}
return { "x": x, "z": z, "angle": angle, "xx": x, "zz": z, "base": baseIndex, "access": access };
};
// Algorithm taken from the function GetDockAngle in helpers/Commands.js
m.ConstructionPlan.prototype.getDockAngle = function(gameState, x, z)
{
var radius = this.template.obstructionRadius();
if (!radius)
return false;
var pos = gameState.ai.accessibility.gamePosToMapPos([x, z]);
var j = pos[0] + pos[1]*gameState.ai.accessibility.width;
var seaRef = gameState.ai.accessibility.navalPassMap[j];
const numPoints = 16;
for (var dist = 0; dist < 2; ++dist)
{
var waterPoints = [];
for (var i = 0; i < numPoints; ++i)
{
var angle = (i/numPoints)*2*Math.PI;
var pos = [ x - (2+dist)*radius*Math.sin(angle), z + (2+dist)*radius*Math.cos(angle)];
var pos = gameState.ai.accessibility.gamePosToMapPos(pos);
var j = pos[0] + pos[1]*gameState.ai.accessibility.width;
var seaAccess = gameState.ai.accessibility.navalPassMap[j];
var landAccess = gameState.ai.accessibility.landPassMap[j];
if (seaAccess == seaRef && landAccess < 2)
waterPoints.push(i);
}
var length = waterPoints.length;
if (!length)
continue;
var consec = [];
for (var i = 0; i < length; ++i)
{
var count = 0;
for (var j = 0; j < (length-1); ++j)
{
if (((waterPoints[(i + j) % length]+1) % numPoints) == waterPoints[(i + j + 1) % length])
++count;
else
break;
}
consec[i] = count;
}
var start = 0;
var count = 0;
for (var c in consec)
{
if (consec[c] > count)
{
start = c;
count = consec[c];
}
}
// If we've found a shoreline, stop searching
if (count != numPoints-1)
return -((waterPoints[start] + consec[start]/2) % numPoints)/numPoints*2*Math.PI;
}
return false;
};
m.ConstructionPlan.prototype.Serialize = function()
{
let prop = {
"category": this.category,
"type": this.type,
"ID": this.ID,
"metadata": this.metadata,
"cost": this.cost.Serialize(),
"number": this.number,
"position": this.position,
"lastIsGo": this.lastIsGo,
};
let func = {
"isGo": uneval(this.isGo),
"onStart": uneval(this.onStart)
};
return { "prop": prop, "func": func };
};
m.ConstructionPlan.prototype.Deserialize = function(gameState, data)
{
for (let key in data.prop)
this[key] = data.prop[key];
let cost = new API3.Resources();
cost.Deserialize(data.prop.cost);
this.cost = cost;
for (let fun in data.func)
this[fun] = eval(data.func[fun]);
};
return m;
}(PETRA);