0ad/binaries/data/mods/public/simulation/ai/petra/researchManager.js
2014-11-08 19:23:29 +00:00

197 lines
5.5 KiB
JavaScript

var PETRA = function(m)
{
/**
* Manage the research
*/
m.ResearchManager = function(Config)
{
this.Config = Config;
};
/**
* Check if we can go to the next phase
*/
m.ResearchManager.prototype.checkPhase = function(gameState, queues)
{
if (queues.majorTech.length() !== 0)
return;
var townPhase = gameState.townPhase();
var cityPhase = gameState.cityPhase();
if (gameState.canResearch(townPhase,true) && gameState.getPopulation() >= this.Config.Economy.popForTown - 10
&& gameState.findResearchers(townPhase,true).length != 0)
{
var plan = new m.ResearchPlan(gameState, townPhase, true);
plan.lastIsGo = false;
plan.onStart = function (gameState) { gameState.ai.HQ.econState = "growth"; gameState.ai.HQ.OnTownPhase(gameState) };
plan.isGo = function (gameState) {
var ret = gameState.getPopulation() >= gameState.ai.Config.Economy.popForTown;
if (ret && !this.lastIsGo)
this.onGo(gameState);
else if (!ret && this.lastIsGo)
this.onNotGo(gameState);
this.lastIsGo = ret;
return ret;
};
plan.onGo = function (gameState) { gameState.ai.HQ.econState = "townPhasing"; };
plan.onNotGo = function (gameState) { gameState.ai.HQ.econState = "growth"; };
queues.majorTech.addItem(plan);
}
else if (gameState.canResearch(cityPhase,true) && gameState.ai.elapsedTime > this.Config.Economy.cityPhase
&& gameState.getOwnEntitiesByRole("worker", true).length > 80
&& gameState.findResearchers(cityPhase, true).length != 0
&& queues.civilCentre.length() === 0)
{
var plan = new m.ResearchPlan(gameState, cityPhase, true);
plan.onStart = function (gameState) { gameState.ai.HQ.OnCityPhase(gameState) };
queues.majorTech.addItem(plan);
}
};
m.ResearchManager.prototype.researchPopulationBonus = function(gameState, queues)
{
if (queues.minorTech.length() !== 0)
return;
var techs = gameState.findAvailableTech();
for (var tech of techs)
{
if (!tech[1]._template.modifications)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "Cost/PopulationBonus")
continue;
queues.minorTech.addItem(new m.ResearchPlan(gameState, tech[0]));
break;
}
};
m.ResearchManager.prototype.researchTradeBonus = function(gameState, queues)
{
if (queues.minorTech.length() !== 0)
return;
var techs = gameState.findAvailableTech();
for (var tech of techs)
{
if (!tech[1]._template.modifications || !tech[1]._template.affects)
continue;
if (tech[1]._template.affects.indexOf("Trader") === -1)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "UnitMotion/WalkSpeed")
continue;
queues.minorTech.addItem(new m.ResearchPlan(gameState, tech[0]));
break;
}
};
// Techs to be searched for as soon as they are available
m.ResearchManager.prototype.researchWantedTechs = function(techs)
{
for (var tech of techs)
{
if (!tech[1]._template.modifications)
continue;
var template = tech[1]._template;
for (var i in template.modifications)
{
if (template.modifications[i].value.indexOf("ResourceGatherer/Capacities") !== -1)
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/food.grain")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/wood.tree")
return tech[0];
else if (template.modifications[i].value === "Attack/Ranged/MaxRange")
return tech[0];
}
}
return false;
};
// Techs to be searched for as soon as they are available, but only after phase 2
m.ResearchManager.prototype.researchPreferredTechs = function(techs)
{
for (var tech of techs)
{
if (!tech[1]._template.modifications)
continue;
var template = tech[1]._template;
for (var i in template.modifications)
{
if (template.modifications[i].value === "ResourceGatherer/Rates/stone.rock")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/metal.ore")
return tech[0];
else if (template.modifications[i].value === "BuildingAI/DefaultArrowCount")
return tech[0];
else if (template.modifications[i].value === "Health/RegenRate")
return tech[0];
}
}
return false;
};
m.ResearchManager.prototype.update = function(gameState, queues)
{
this.checkPhase(gameState, queues);
if (queues.minorTech.length() !== 0 || gameState.ai.playedTurn % 4 !== 0)
return;
var techs = gameState.findAvailableTech();
var techName = this.researchWantedTechs(techs);
if (techName)
{
queues.minorTech.addItem(new m.ResearchPlan(gameState, techName));
return;
}
if (gameState.currentPhase() < 2)
return;
var techName = this.researchPreferredTechs(techs);
if (techName)
{
queues.minorTech.addItem(new m.ResearchPlan(gameState, techName));
return;
}
if (gameState.currentPhase() < 3)
return;
// remove some techs not yet used by this AI
for (var i = 0; i < techs.length; ++i)
{
var template = techs[i][1]._template;
if (template.affects && template.affects.length === 1
&& (template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "StoneWall"))
{
techs.splice(i--, 1);
continue;
}
}
if (techs.length === 0)
return;
// randomly pick one. No worries about pairs in that case.
var p = Math.floor((Math.random()*techs.length));
queues.minorTech.addItem(new m.ResearchPlan(gameState, techs[p][0]));
};
m.ResearchManager.prototype.Serialize = function()
{
return {};
};
m.ResearchManager.prototype.Deserialize = function(data)
{
};
return m;
}(PETRA);