0ad/binaries/data/mods/public/simulation/ai/qbot-wc/queue-manager.js

305 lines
11 KiB
JavaScript

//This takes the input queues and picks which items to fund with resources until no more resources are left to distribute.
//
//In this manager all resources are 'flattened' into a single type=(food+wood+metal+stone+pop*50 (see resources.js))
//the following refers to this simple as resource
//
// Each queue has an account which records the amount of resource it can spend. If no queue has an affordable item
// then the amount of resource is increased to all accounts in direct proportion to the priority until an item on one
// of the queues becomes affordable.
//
// A consequence of the system is that a rarely used queue will end up with a very large account. I am unsure if this
// is good or bad or neither.
//
// Each queue object has two queues in it, one with items waiting for resources and the other with items which have been
// allocated resources and are due to be executed. The secondary queues are helpful because then units can be trained
// in groups of 5 and buildings are built once per turn to avoid placement clashes.
var QueueManager = function(queues, priorities) {
this.queues = queues;
this.priorities = priorities;
this.account = {};
this.accounts = {};
// the sorting would need to be updated on priority change but there is currently none.
var self = this;
this.queueArrays = [];
for (var p in this.queues) {
this.account[p] = 0;
this.accounts[p] = new Resources();
this.queueArrays.push([p,this.queues[p]]);
}
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
this.curItemQueue = [];
};
QueueManager.prototype.getAvailableResources = function(gameState, noAccounts) {
var resources = gameState.getResources();
if (Config.difficulty == 1)
resources.multiply(0.75);
else if (Config.difficulty == 1)
resources.multiply(0.5);
if (noAccounts)
return resources;
for (var key in this.queues) {
resources.subtract(this.accounts[key]);
}
return resources;
};
QueueManager.prototype.futureNeeds = function(gameState, EcoManager) {
// Work out which plans will be executed next using priority and return the total cost of these plans
var recurse = function(queues, qm, number, depth){
var needs = new Resources();
var totalPriority = 0;
for (var i = 0; i < queues.length; i++){
totalPriority += qm.priorities[queues[i]];
}
for (var i = 0; i < queues.length; i++){
var num = Math.round(((qm.priorities[queues[i]]/totalPriority) * number));
if (num < qm.queues[queues[i]].countQueuedUnits()){
var cnt = 0;
for ( var j = 0; cnt < num; j++) {
cnt += qm.queues[queues[i]].queue[j].number;
needs.add(qm.queues[queues[i]].queue[j].getCost());
number -= qm.queues[queues[i]].queue[j].number;
}
}else{
for ( var j = 0; j < qm.queues[queues[i]].length(); j++) {
needs.add(qm.queues[queues[i]].queue[j].getCost());
number -= qm.queues[queues[i]].queue[j].number;
}
queues.splice(i, 1);
i--;
}
}
// Check that more items were selected this call and that there are plans left to be allocated
// Also there is a fail-safe max depth
if (queues.length > 0 && number > 0 && depth < 20){
needs.add(recurse(queues, qm, number, depth + 1));
}
return needs;
};
//number of plans to look at
var current = this.getAvailableResources(gameState, true);
var futureNum = 20;
var queues = [];
for (var q in this.queues){
queues.push(q);
}
var needs = recurse(queues, this, futureNum, 0);
if (EcoManager === false) {
return {
"food" : Math.max(needs.food - current.food, 0),
"wood" : Math.max(needs.wood + 15*needs.population - current.wood, 0),
"stone" : Math.max(needs.stone - current.stone, 0),
"metal" : Math.max(needs.metal - current.metal, 0)
};
} else {
// Return predicted values minus the current stockpiles along with a base rater for all resources
return {
"food" : Math.max(needs.food - current.food, 0) + EcoManager.baseNeed["food"],
"wood" : Math.max(needs.wood + 15*needs.population - current.wood, 0) + EcoManager.baseNeed["wood"], //TODO: read the house cost in case it changes in the future
"stone" : Math.max(needs.stone - current.stone, 0) + EcoManager.baseNeed["stone"],
"metal" : Math.max(needs.metal - current.metal, 0) + EcoManager.baseNeed["metal"]
};
}
};
QueueManager.prototype.printQueues = function(gameState){
debug("OUTQUEUES");
for (var i in this.queues){
var qStr = "";
var q = this.queues[i];
if (q.outQueue.length > 0)
debug((i + ":"));
for (var j in q.outQueue){
qStr = " " + q.outQueue[j].type + " ";
if (q.outQueue[j].number)
qStr += "x" + q.outQueue[j].number;
debug (qStr);
}
}
debug("INQUEUES");
for (var i in this.queues){
var qStr = "";
var q = this.queues[i];
if (q.queue.length > 0)
debug((i + ":"));
for (var j in q.queue){
qStr = " " + q.queue[j].type + " ";
if (q.queue[j].number)
qStr += "x" + q.queue[j].number;
debug (qStr);
}
}
debug ("Accounts");
for (p in this.accounts)
{
debug(p + ": " + uneval(this.accounts[p]));
}
debug("Needed Resources:" + uneval(this.futureNeeds(gameState,false)));
debug ("Current Resources:" + uneval(gameState.getResources()));
debug ("Available Resources:" + uneval(this.getAvailableResources(gameState)));
};
QueueManager.prototype.clear = function(){
this.curItemQueue = [];
for (i in this.queues)
this.queues[i].empty();
};
QueueManager.prototype.update = function(gameState) {
var self = this;
for (var i in this.priorities){
if (!(this.priorities[i] > 0)){
this.priorities[i] = 1; // TODO: make the Queue Manager not die when priorities are zero.
warn("QueueManager received bad priorities, please report this error: " + uneval(this.priorities));
}
}
Engine.ProfileStart("Queue Manager");
//if (gameState.ai.playedTurn % 10 === 0)
// this.printQueues(gameState);
Engine.ProfileStart("Pick items from queues");
// TODO: this only pushes the first object. SHould probably try to push any possible object to maximize productivity. Perhaps a settinh?
// looking at queues in decreasing priorities and pushing to the current item queues.
for (i in this.queueArrays)
{
var name = this.queueArrays[i][0];
var queue = this.queueArrays[i][1];
if (queue.length() > 0)
{
var item = queue.getNext();
var total = new Resources();
total.add(this.accounts[name]);
total.subtract(queue.outQueueCost());
if (total.canAfford(item.getCost()))
{
queue.nextToOutQueue();
}
} else if (queue.totalLength() === 0) {
this.accounts[name].reset();
}
}
var availableRes = this.getAvailableResources(gameState);
// assign some accounts to queues. This is done by priority, and by need. Note that this currently only looks at the next element.
for (ress in availableRes)
{
if (availableRes[ress] > 0 && ress != "population")
{
var totalPriority = 0;
// Okay so this is where it gets complicated.
// If a queue requires "ress" for the next element (in the queue or the outqueue)
// And the account is not high enough for it (multiplied by queue length... Might be bad, might not be).
// Then we add it to the total priority.
// (sorry about readability... Those big 'ifs' basically check if there is a need in the inqueue/outqueue
for (j in this.queues) {
if ((this.queues[j].length() > 0 && this.queues[j].getNext().getCost()[ress] > 0)
|| (this.queues[j].outQueueLength() > 0 && this.queues[j].outQueueNext().getCost()[ress] > 0))
if ( (this.queues[j].length() && this.accounts[j][ress] < this.queues[j].length() * (this.queues[j].getNext().getCost()[ress]))
|| (this.queues[j].outQueueLength() && this.accounts[j][ress] < this.queues[j].outQueueLength() * (this.queues[j].outQueueNext().getCost()[ress])))
totalPriority += this.priorities[j];
}
// Now we allow resources to the accounts. We can at most allow "priority/totalpriority*available"
// But we'll sometimes allow less if that would overflow.
for (j in this.queues) {
if ((this.queues[j].length() > 0 && this.queues[j].getNext().getCost()[ress] > 0)
|| (this.queues[j].outQueueLength() > 0 && this.queues[j].outQueueNext().getCost()[ress] > 0))
if ( (this.queues[j].length() && this.accounts[j][ress] < this.queues[j].length() * (this.queues[j].getNext().getCost()[ress]))
|| (this.queues[j].outQueueLength() && this.accounts[j][ress] < this.queues[j].outQueueLength() * (this.queues[j].outQueueNext().getCost()[ress])))
{
// we'll add at much what can be allowed to this queue.
var toAdd = Math.floor(this.priorities[j]/totalPriority * availableRes[ress]);
var maxNeed = 0;
if (this.queues[j].length())
maxNeed = this.queues[j].length() * (this.queues[j].getNext().getCost()[ress]);
if (this.queues[j].outQueueLength() && this.queues[j].outQueueLength() * (this.queues[j].outQueueNext().getCost()[ress]) > maxNeed)
maxNeed = this.queues[j].outQueueLength() * (this.queues[j].outQueueNext().getCost()[ress]);
if (toAdd + this.accounts[j][ress] > maxNeed)
toAdd = maxNeed - this.accounts[j][ress]; // always inferior to the original level.
//debug ("Adding " + toAdd + " of " + ress + " to the account of " + j);
this.accounts[j][ress] += toAdd;
}
}
}
}
Engine.ProfileStop();
Engine.ProfileStart("Execute items");
// Handle output queues by executing items where possible
for (var p in this.queues) {
while (this.queues[p].outQueueLength() > 0) {
var next = this.queues[p].outQueueNext();
if (next.category === "building") {
if (gameState.buildingsBuilt == 0) {
if (next.canExecute(gameState)) {
this.accounts[p].subtract(next.getCost())
//debug ("Starting " + next.type + " substracted " + uneval(next.getCost()))
this.queues[p].executeNext(gameState);
gameState.buildingsBuilt += 1;
} else {
break;
}
} else {
break;
}
} else {
if (this.queues[p].outQueueNext().canExecute(gameState)){
//debug ("Starting " + next.type + " substracted " + uneval(next.getCost()))
this.accounts[p].subtract(next.getCost())
this.queues[p].executeNext(gameState);
} else {
break;
}
}
}
}
Engine.ProfileStop();
Engine.ProfileStop();
};
QueueManager.prototype.addQueue = function(queueName, priority) {
if (this.queues[queueName] == undefined) {
this.queues[queueName] = new Queue();
this.priorities[queueName] = priority;
this.account[queueName] = 0;
this.accounts[queueName] = new Resources();
var self = this;
this.queueArrays = [];
for (var p in this.queues)
this.queueArrays.push([p,this.queues[p]]);
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
}
}
QueueManager.prototype.removeQueue = function(queueName) {
if (this.queues[queueName] !== undefined) {
if ( this.curItemQueue.indexOf(queueName) !== -1) {
this.curItemQueue.splice(this.curItemQueue.indexOf(queueName),1);
}
delete this.queues[queueName];
delete this.priorities[queueName];
delete this.account[queueName];
delete this.accounts[queueName];
var self = this;
this.queueArrays = [];
for (var p in this.queues)
this.queueArrays.push([p,this.queues[p]]);
this.queueArrays.sort(function (a,b) { return (self.priorities[b[0]] - self.priorities[a[0]]) });
}
}