Petra: continue rework of starting game to allow more game type

This was SVN commit r16135.
This commit is contained in:
mimo 2015-01-10 14:34:26 +00:00
parent 77dba7a8bb
commit 731e3dd13c
6 changed files with 475 additions and 403 deletions

View file

@ -61,14 +61,15 @@ m.PetraBot.prototype.CustomInit = function(gameState, sharedScript)
this.queues = this.queueManager.queues;
this.HQ = new m.HQ(this.Config);
this.HQ.init(gameState, this.queues, true);
this.HQ.init(gameState, this.queues);
this.HQ.Deserialize(gameState, this.data.HQ);
this.uniqueIDs = this.data.uniqueIDs;
this.isDeserialized = false;
this.data = undefined;
this.HQ.start(gameState, true);
// initialisation needed after the completion of the deserialization
this.HQ.postinit(gameState);
}
else
{
@ -85,7 +86,8 @@ m.PetraBot.prototype.CustomInit = function(gameState, sharedScript)
this.HQ.init(gameState, this.queues);
this.HQ.start(gameState);
// Analyze our starting position and set a strategy
this.HQ.gameAnalysis(gameState);
}
};

View file

@ -526,12 +526,13 @@ m.AttackPlan.prototype.updatePreparation = function(gameState, events)
var rallyPoint = this.rallyPoint;
var rallyIndex = gameState.ai.accessibility.getAccessValue(rallyPoint);
this.unitCollection.forEach(function (entity) {
for (var entity of this.unitCollection.values())
{
// For the time being, if occupied in a transport, remove the unit from this plan TODO improve that
if (entity.getMetadata(PlayerID, "transport") !== undefined || entity.getMetadata(PlayerID, "transporter") !== undefined)
{
entity.setMetadata(PlayerID, "plan", -1);
return;
continue;
}
entity.setMetadata(PlayerID, "role", "attack");
entity.setMetadata(PlayerID, "subrole", "completing");
@ -543,7 +544,7 @@ m.AttackPlan.prototype.updatePreparation = function(gameState, events)
entity.moveToRange(rallyPoint[0], rallyPoint[1], 0, 15, queued);
else
gameState.ai.HQ.navalManager.requireTransport(gameState, entity, index, rallyIndex, rallyPoint);
});
}
// reset all queued units
var plan = this.name;
@ -685,19 +686,20 @@ m.AttackPlan.prototype.assignUnits = function(gameState)
}
var noRole = gameState.getOwnEntitiesByRole(undefined, false).filter(API3.Filters.byClass("Unit"));
noRole.forEach(function(ent) {
for (var ent of noRole.values())
{
if (!ent.position())
return;
continue;
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
return;
continue;
if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined)
return;
continue;
if (ent.hasClass("Ship") || ent.hasClass("Support") || ent.attackTypes() === undefined)
return;
continue;
ent.setMetadata(PlayerID, "plan", plan);
self.unitCollection.updateEnt(ent);
added = true;
});
}
// Add units previously in a plan, but which left it because needed for defense or attack finished
gameState.ai.HQ.attackManager.outOfPlan.forEach(function(ent) {
if (!ent.position())
@ -715,21 +717,22 @@ m.AttackPlan.prototype.assignUnits = function(gameState)
// For a rush, assign also workers (but keep a minimum number of defenders)
var worker = gameState.getOwnEntitiesByRole("worker", true);
var num = 0;
worker.forEach(function(ent) {
for (var ent of worker.values())
{
if (!ent.position())
return;
continue;
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1)
return;
continue;
if (ent.getMetadata(PlayerID, "transport") !== undefined)
return;
continue;
if (ent.hasClass("Ship") || ent.hasClass("Support") || ent.attackTypes() === undefined)
return;
continue;
if (num++ < 9)
return;
continue;
ent.setMetadata(PlayerID, "plan", plan);
self.unitCollection.updateEnt(ent);
added = true;
});
}
return added;
};
@ -737,15 +740,15 @@ m.AttackPlan.prototype.assignUnits = function(gameState)
m.AttackPlan.prototype.reassignCavUnit = function(gameState)
{
var found = undefined;
this.unitCollection.forEach(function(ent) {
if (found)
return;
for (var ent of this.unitCollection.values())
{
if (!ent.position() || ent.getMetadata(PlayerID, "transport") !== undefined)
return;
continue;
if (!ent.hasClass("Cavalry") || !ent.hasClass("CitizenSoldier"))
return;
continue;
found = ent;
});
break;
}
if (!found)
return;
let raid = gameState.ai.HQ.attackManager.getAttackInPreparation("Raid");
@ -771,18 +774,19 @@ m.AttackPlan.prototype.getNearestTarget = function(gameState, position, sameLand
// picking the nearest target
var minDist = -1;
var target = undefined;
targets.forEach(function (ent) {
for (var ent of targets.values())
{
if (!ent.position())
return;
continue;
if (sameLand && gameState.ai.accessibility.getAccessValue(ent.position()) != land)
return;
continue;
var dist = API3.SquareVectorDistance(ent.position(), position);
if (dist < minDist || minDist == -1)
{
minDist = dist;
target = ent;
}
});
}
if (!target)
return undefined;
// Rushes can change their enemy target if nothing found with the preferred enemy
@ -1012,9 +1016,8 @@ m.AttackPlan.prototype.StartAttack = function(gameState)
var curPos = this.unitCollection.getCentrePosition();
this.unitCollection.forEach(function(ent) {
for (var ent of this.unitCollection.values())
ent.setMetadata(PlayerID, "subrole", "walking");
});
this.unitCollection.setStance("aggressive");
if (gameState.ai.accessibility.getAccessValue(this.targetPos) === gameState.ai.accessibility.getAccessValue(this.rallyPoint))
@ -1036,9 +1039,8 @@ m.AttackPlan.prototype.StartAttack = function(gameState)
var endPos = this.targetPos;
// TODO require a global transport for the collection,
// and put back its state to "walking" when the transport is finished
this.unitCollection.forEach(function (entity) {
gameState.ai.HQ.navalManager.requireTransport(gameState, entity, startIndex, endIndex, endPos);
});
for (var ent of this.unitCollection.values())
gameState.ai.HQ.navalManager.requireTransport(gameState, ent, startIndex, endIndex, endPos);
}
}
else
@ -1069,16 +1071,17 @@ m.AttackPlan.prototype.update = function(gameState, events)
if (this.state === "transporting")
{
var done = true;
this.unitCollection.forEach(function (entity) {
if (self.Config.debug > 1 && entity.getMetadata(PlayerID, "transport") !== undefined)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [entity.id()], "rgb": [2,2,0]});
else if (self.Config.debug > 1)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [entity.id()], "rgb": [1,1,1]});
for (var ent of this.unitCollection.values())
{
if (this.Config.debug > 1 && ent.getMetadata(PlayerID, "transport") !== undefined)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [2,2,0]});
else if (this.Config.debug > 1)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [1,1,1]});
if (!done)
return;
if (entity.getMetadata(PlayerID, "transport") !== undefined)
continue;
if (ent.getMetadata(PlayerID, "transport") !== undefined)
done = false;
});
}
if (done)
this.state = "arrived";
@ -1094,13 +1097,14 @@ m.AttackPlan.prototype.update = function(gameState, events)
var ourUnit = gameState.getEntityById(evt.target);
if (!attacker || !ourUnit)
continue;
this.unitCollection.forEach(function (entity) {
if (entity.getMetadata(PlayerID, "transport") !== undefined)
return;
if (!entity.isIdle())
return;
entity.attack(attacker.id());
});
for (var ent of this.unitCollection.values())
{
if (ent.getMetadata(PlayerID, "transport") !== undefined)
continue;
if (!ent.isIdle())
continue;
ent.attack(attacker.id());
}
break;
}
}
@ -1135,10 +1139,9 @@ m.AttackPlan.prototype.update = function(gameState, events)
if (attackedUnitNB == 0)
{
var siegeNB = 0;
this.unitCollection.forEach( function (ent) {
if (self.isSiegeUnit(gameState, ent))
for (var ent of this.unitCollection.values())
if (this.isSiegeUnit(gameState, ent))
siegeNB++;
});
if (siegeNB == 0)
maybe = false;
}

View file

@ -1,7 +1,7 @@
var PETRA = function(m)
{
// Some functions that could be part of the gamestate but are Aegis specific.
// Some functions that could be part of the gamestate.
// The next three are to register that we assigned a gatherer to a resource this turn.
// expects an entity

View file

@ -48,7 +48,7 @@ m.HQ = function(Config)
};
// More initialisation for stuff that needs the gameState
m.HQ.prototype.init = function(gameState, queues, deserializing)
m.HQ.prototype.init = function(gameState, queues)
{
this.territoryMap = m.createTerritoryMap(gameState);
// initialize base map. Each pixel is a base ID, or 0 if not or not accessible
@ -77,348 +77,26 @@ m.HQ.prototype.init = function(gameState, queues, deserializing)
return false;
});
this.treasures.registerUpdates();
if (deserializing)
return;
// determine the main land Index (or water index if none)
let landIndex = undefined;
let seaIndex = undefined;
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre"));
for (let cc of ccEnts.values())
{
let land = gameState.ai.accessibility.getAccessValue(cc.position());
if (land > 1)
{
landIndex = land;
break;
}
}
if (!landIndex)
{
for (let ent of gameState.getOwnEntities().values())
{
if (!ent.position() || (!ent.hasClass("Unit") && !ent.trainableEntities()))
continue;
let land = gameState.ai.accessibility.getAccessValue(ent.position());
if (land > 1)
{
landIndex = land;
break;
}
let sea = gameState.ai.accessibility.getAccessValue(ent.position(), true);
if (!seaIndex && sea > 1)
seaIndex = sea;
}
}
if (!landIndex && !seaIndex)
API3.warn("Petra error: it does not know how to interpret this map");
var passabilityMap = gameState.getMap();
var totalSize = passabilityMap.width * passabilityMap.width;
var minLandSize = Math.floor(0.1*totalSize);
var minWaterSize = Math.floor(0.3*totalSize);
var cellArea = passabilityMap.cellSize * passabilityMap.cellSize;
for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
{
if (landIndex && i == landIndex)
this.landRegions[i] = true;
else if (gameState.ai.accessibility.regionType[i] === "land" && cellArea*gameState.ai.accessibility.regionSize[i] > 320)
{
if (landIndex)
{
var sea = this.getSeaIndex(gameState, landIndex, i);
if (sea && (gameState.ai.accessibility.regionSize[i] > minLandSize || gameState.ai.accessibility.regionSize[sea] > minWaterSize))
{
this.navalMap = true;
this.landRegions[i] = true;
this.navalRegions[sea] = true;
}
}
else
{
var traject = gameState.ai.accessibility.getTrajectToIndex(seaIndex, i);
if (traject && traject.length === 2)
{
this.navalMap = true;
this.landRegions[i] = true;
this.navalRegions[seaIndex] = true;
}
}
}
else if (gameState.ai.accessibility.regionType[i] === "water" && gameState.ai.accessibility.regionSize[i] > minWaterSize)
{
this.navalMap = true;
this.navalRegions[i] = true;
}
}
if (this.Config.debug > 2)
{
for (var region in this.landRegions)
API3.warn(" >>> zone " + region + " taille " + cellArea*gameState.ai.accessibility.regionSize[region]);
API3.warn(" navalMap " + this.navalMap);
API3.warn(" landRegions " + uneval(this.landRegions));
API3.warn(" navalRegions " + uneval(this.navalRegions));
}
// TODO: change that to something dynamic.
var civ = gameState.playerData.civ;
// load units and buildings from the config files
if (civ in this.Config.buildings.base)
this.bBase = this.Config.buildings.base[civ];
else
this.bBase = this.Config.buildings.base['default'];
if (civ in this.Config.buildings.advanced)
this.bAdvanced = this.Config.buildings.advanced[civ];
else
this.bAdvanced = this.Config.buildings.advanced['default'];
for (var i in this.bBase)
this.bBase[i] = gameState.applyCiv(this.bBase[i]);
for (var i in this.bAdvanced)
this.bAdvanced[i] = gameState.applyCiv(this.bAdvanced[i]);
// Let's get our initial situation here.
let nobase = new m.BaseManager(gameState, this.Config);
nobase.init(gameState);
nobase.accessIndex = 0;
this.baseManagers.push(nobase); // baseManagers[0] will deal with unit/structure without base
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre"));
for (let cc of ccEnts.values())
{
let newbase = new m.BaseManager(gameState, this.Config);
newbase.init(gameState);
newbase.setAnchor(gameState, cc);
this.baseManagers.push(newbase);
}
this.updateTerritories(gameState);
// Assign entities in the different bases
var defaultbase = (this.numActiveBase() > 0) ? 1 : 0;
var width = gameState.getMap().width;
for (var ent of gameState.getOwnEntities().values())
{
// make sure we have not rejected small regions with units (TODO should probably also check with other non-gaia units)
if (ent.position())
{
let pos = gameState.ai.accessibility.gamePosToMapPos(ent.position());
let index = pos[0] + pos[1]*gameState.ai.accessibility.width;
let land = gameState.ai.accessibility.landPassMap[index];
if (land > 1 && !this.landRegions[land])
this.landRegions[land] = true;
let sea = gameState.ai.accessibility.navalPassMap[index];
if (sea > 1 && !this.navalRegions[sea])
this.navalRegions[sea] = true;
}
// if garrisoned units inside, ungarrison them except if a ship in which case we will make a transport
if (ent.isGarrisonHolder() && ent.garrisoned().length && !ent.hasClass("Ship"))
for (let id of ent.garrisoned())
ent.unload(id);
// do not affect merchant ship immediately to trade as they may-be useful for transport
if (ent.hasClass("Trader") && !ent.hasClass("Ship"))
this.tradeManager.assignTrader(ent);
var pos = ent.position();
if (!pos)
continue;
ent.setMetadata(PlayerID, "access", gameState.ai.accessibility.getAccessValue(pos));
var x = Math.round(pos[0] / gameState.cellSize);
var z = Math.round(pos[1] / gameState.cellSize);
var id = x + width*z;
var bestbase = undefined;
for (var i = 1; i < this.baseManagers.length; ++i)
{
var base = this.baseManagers[i];
if (base.territoryIndices.indexOf(id) == -1)
continue;
base.assignEntity(ent);
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
base.assignResourceToDropsite(gameState, ent);
bestbase = base;
break;
}
if (!bestbase)
{
// entity outside our territory
var bestbase = m.getBestBase(ent, gameState);
bestbase.assignEntity(ent);
if (bestbase.ID !== this.baseManagers[0].ID && ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
bestbase.assignResourceToDropsite(gameState, ent);
}
// now assign entities garrisoned inside this entity
if (ent.isGarrisonHolder() && ent.garrisoned().length)
for (let id of ent.garrisoned())
bestBase.assignEntity(gameState.getEntityByID(id));
}
// we now have enough data to decide on a few things.
// immediatly build a wood dropsite if possible.
if (this.baseManagers.length > 1 && gameState.countEntitiesAndQueuedByType(gameState.applyCiv("structures/{civ}_storehouse"), true) == 0)
{
var newDP = this.baseManagers[1].findBestDropsiteLocation(gameState, "wood");
if (newDP.quality > 40 && this.canBuild(gameState, "structures/{civ}_storehouse"))
queues.dropsites.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_storehouse", { "base": this.baseManagers[1].ID }, newDP.pos));
}
// Check if we will ever be able to produce units
this.canBuildUnits = true;
if (!gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre")).length)
{
var template = gameState.applyCiv("structures/{civ}_civil_centre");
if (gameState.isDisabledTemplates(template) || !gameState.getTemplate(template).available(gameState))
{
if (this.Config.debug > 1)
API3.warn(" this AI is unable to produce any units");
this.canBuildUnits = false;
var allycc = gameState.getExclusiveAllyEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
if (allycc.length)
{
// if we have some allies, keep a fraction of our units to defend them
// and devote the rest to atacks
if (this.Config.debug > 1)
API3.warn(" We have allied cc " + allycc.length + " and " + gameState.getOwnUnits().length + " units ");
var units = gameState.getOwnUnits();
var num = Math.max(Math.min(Math.round(0.08*(1+this.Config.personality.cooperative)*units.length), 20), 5);
var num1 = Math.floor(num / 2);
var num2 = num1;
// first pass to affect ranged infantry
units.filter(API3.Filters.byClassesAnd(["Infantry", "Ranged"])).forEach(function (ent) {
if (!num || !num1)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
--num;
--num1;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
// second pass to affect melee infantry
units.filter(API3.Filters.byClassesAnd(["Infantry", "Melee"])).forEach(function (ent) {
if (!num || !num2)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
--num;
--num2;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
// and now complete the affectation, including all support units
units.forEach(function (ent) {
if (!num && !ent.hasClass("Support"))
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
if (!ent.hasClass("Support"))
--num;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
}
}
}
this.attackManager.init(gameState);
this.navalManager.init(gameState);
this.tradeManager.init(gameState);
};
m.HQ.prototype.start = function(gameState, deserializing)
/**
* initialization needed after deserialization (only called when deserialization)
*/
m.HQ.prototype.postinit = function(gameState)
{
if (deserializing)
{
// Rebuild the base maps from the territory indices of each base
this.basesMap = new API3.Map(gameState.sharedScript, "territory");
for (let base of this.baseManagers)
for (let j of base.territoryIndices)
this.basesMap.map[j] = base.ID;
// Rebuild the base maps from the territory indices of each base
this.basesMap = new API3.Map(gameState.sharedScript, "territory");
for (let base of this.baseManagers)
for (let j of base.territoryIndices)
this.basesMap.map[j] = base.ID;
for (let ent of gameState.getOwnEntities().values())
{
if (!ent.resourceDropsiteTypes() || ent.hasClass("Elephant"))
continue;
let base = this.getBaseByID(ent.getMetadata(PlayerID, "base"));
base.assignResourceToDropsite(gameState, ent);
}
return;
}
// adapt our starting strategy to the available resources
// - if on a small island, favor fishing and require less fields to save room for buildings
var startingSize = 0;
for (let region in this.landRegions)
for (let ent of gameState.getOwnEntities().values())
{
for (let base of this.baseManagers)
{
if (!base.anchor || base.accessIndex != +region)
continue;
startingSize += gameState.ai.accessibility.regionSize[region];
break;
}
if (!ent.resourceDropsiteTypes() || ent.hasClass("Elephant"))
continue;
let base = this.getBaseByID(ent.getMetadata(PlayerID, "base"));
base.assignResourceToDropsite(gameState, ent);
}
var cell = gameState.getMap().cellSize;
startingSize = startingSize * cell * cell;
if (this.Config.debug > 1)
API3.warn("starting size " + startingSize + "(cut at 24000 for fish pushing)");
if (startingSize < 24000)
{
this.saveSpace = true;
this.Config.Economy.popForDock = Math.min(this.Config.Economy.popForDock, 16);
this.Config.Economy.targetNumFishers = Math.max(this.Config.Economy.targetNumFishers, 2);
}
// - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
var startingWood = gameState.getResources()["wood"];
var check = {};
for (var proxim of ["nearby", "medium", "faraway"])
{
for (let base of this.baseManagers)
{
for (var supply of base.dropsiteSupplies["wood"][proxim])
{
if (check[supply.id]) // avoid double counting as same resource can appear several time
continue;
check[supply.id] = true;
startingWood += supply.ent.resourceSupplyAmount();
}
}
}
if (this.Config.debug > 1)
API3.warn("startingWood: " + startingWood + "(cut at 8500 for no rush and 6000 for saveResources)");
if (startingWood < 6000)
this.saveResources = true;
if (startingWood > 8500 && this.canBuildUnits)
this.attackManager.setRushes();
};
// returns the sea index linking regions 1 and region 2 (supposed to be different land region)
@ -492,6 +170,8 @@ m.HQ.prototype.checkEvents = function (gameState, events, queues)
// TODO: move to the base manager.
if (evt.newentity)
{
if (evt.newentity === evt.entity) // repaired building
continue;
var ent = gameState.getEntityById(evt.newentity);
if (!ent || !ent.isOwn(PlayerID))
continue;
@ -505,9 +185,17 @@ m.HQ.prototype.checkEvents = function (gameState, events, queues)
base.anchorId = evt.newentity;
base.buildings.updateEnt(ent);
this.updateTerritories(gameState);
// let us hope this new base will fix our resource shortage
this.saveResources = undefined;
this.saveSpace = undefined;
if (base.ID === this.baseManagers[1].ID)
{
// this is our first base, let us configure our starting resources
this.configFirstBase(gameState);
}
else
{
// let us hope this new base will fix our possible resource shortage
this.saveResources = undefined;
this.saveSpace = undefined;
}
}
else if (ent.hasTerritoryInfluence())
this.updateTerritories(gameState);

View file

@ -0,0 +1,378 @@
var PETRA = function(m)
{
/**
* determines the strategy to adopt when starting a new game, depending on the initial conditions
*/
m.HQ.prototype.gameAnalysis = function(gameState)
{
// Analysis of the terrain and the different access regions
this.regionAnalysis(gameState);
// Make a list of buildable structures from the config file
this.structureAnalysis(gameState);
// Let's get our initial situation here.
let nobase = new m.BaseManager(gameState, this.Config);
nobase.init(gameState);
nobase.accessIndex = 0;
this.baseManagers.push(nobase); // baseManagers[0] will deal with unit/structure without base
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre"));
for (let cc of ccEnts.values())
{
let newbase = new m.BaseManager(gameState, this.Config);
newbase.init(gameState);
newbase.setAnchor(gameState, cc);
this.baseManagers.push(newbase);
}
this.updateTerritories(gameState);
// Assign entities and resources in the different bases
this.assignStartingEntities(gameState);
// Check if we will ever be able to produce units
this.canBuildUnits = true;
if (!gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre")).length)
{
var template = gameState.applyCiv("structures/{civ}_civil_centre");
if (gameState.isDisabledTemplates(template) || !gameState.getTemplate(template).available(gameState))
{
if (this.Config.debug > 1)
API3.warn(" this AI is unable to produce any units");
this.canBuildUnits = false;
this.dispatchUnits(gameState);
}
}
this.attackManager.init(gameState);
this.navalManager.init(gameState);
this.tradeManager.init(gameState);
// configure our first base strategy
if (this.baseManagers.length > 1)
this.configFirstBase(gameState);
};
/**
* Assign the starting entities to the different bases
*/
m.HQ.prototype.assignStartingEntities = function(gameState)
{
var defaultbase = (this.numActiveBase() > 0) ? 1 : 0;
var width = gameState.getMap().width;
for (var ent of gameState.getOwnEntities().values())
{
// do not affect merchant ship immediately to trade as they may-be useful for transport
if (ent.hasClass("Trader") && !ent.hasClass("Ship"))
this.tradeManager.assignTrader(ent);
var pos = ent.position();
if (!pos)
{
// TODO should support recursive garrisoning. Make a warning for now
if (ent.isGarrisonHolder() && ent.garrisoned().length)
API3.warn("Petra warning: support for garrisoned units inside garrisoned holders not yet implemented");
continue;
}
// make sure we have not rejected small regions with units (TODO should probably also check with other non-gaia units)
let gamepos = gameState.ai.accessibility.gamePosToMapPos(pos);
let index = gamepos[0] + gamepos[1]*gameState.ai.accessibility.width;
let land = gameState.ai.accessibility.landPassMap[index];
if (land > 1 && !this.landRegions[land])
this.landRegions[land] = true;
let sea = gameState.ai.accessibility.navalPassMap[index];
if (sea > 1 && !this.navalRegions[sea])
this.navalRegions[sea] = true;
// if garrisoned units inside, ungarrison them except if a ship in which case we will make a transport
if (ent.isGarrisonHolder() && ent.garrisoned().length && !ent.hasClass("Ship"))
for (let id of ent.garrisoned())
ent.unload(id);
ent.setMetadata(PlayerID, "access", gameState.ai.accessibility.getAccessValue(pos));
var bestbase = undefined;
for (var i = 1; i < this.baseManagers.length; ++i)
{
var base = this.baseManagers[i];
if (base.territoryIndices.indexOf(index) === -1)
continue;
base.assignEntity(ent);
if (ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
base.assignResourceToDropsite(gameState, ent);
bestbase = base;
break;
}
if (!bestbase)
{
// entity outside our territory
var bestbase = m.getBestBase(ent, gameState);
bestbase.assignEntity(ent);
if (bestbase.ID !== this.baseManagers[0].ID && ent.resourceDropsiteTypes() && !ent.hasClass("Elephant"))
bestbase.assignResourceToDropsite(gameState, ent);
}
// now assign entities garrisoned inside this entity
if (ent.isGarrisonHolder() && ent.garrisoned().length)
for (let id of ent.garrisoned())
bestBase.assignEntity(gameState.getEntityByID(id));
}
};
/**
* determine the main land Index (or water index if none)
* as well as the list of allowed (land andf water) regions
*/
m.HQ.prototype.regionAnalysis = function(gameState)
{
let landIndex = undefined;
let seaIndex = undefined;
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre"));
for (let cc of ccEnts.values())
{
let land = gameState.ai.accessibility.getAccessValue(cc.position());
if (land > 1)
{
landIndex = land;
break;
}
}
if (!landIndex)
{
for (let ent of gameState.getOwnEntities().values())
{
if (!ent.position() || (!ent.hasClass("Unit") && !ent.trainableEntities()))
continue;
let land = gameState.ai.accessibility.getAccessValue(ent.position());
if (land > 1)
{
landIndex = land;
break;
}
let sea = gameState.ai.accessibility.getAccessValue(ent.position(), true);
if (!seaIndex && sea > 1)
seaIndex = sea;
}
}
if (!landIndex && !seaIndex)
API3.warn("Petra error: it does not know how to interpret this map");
var passabilityMap = gameState.getMap();
var totalSize = passabilityMap.width * passabilityMap.width;
var minLandSize = Math.floor(0.1*totalSize);
var minWaterSize = Math.floor(0.3*totalSize);
var cellArea = passabilityMap.cellSize * passabilityMap.cellSize;
for (var i = 0; i < gameState.ai.accessibility.regionSize.length; ++i)
{
if (landIndex && i == landIndex)
this.landRegions[i] = true;
else if (gameState.ai.accessibility.regionType[i] === "land" && cellArea*gameState.ai.accessibility.regionSize[i] > 320)
{
if (landIndex)
{
var sea = this.getSeaIndex(gameState, landIndex, i);
if (sea && (gameState.ai.accessibility.regionSize[i] > minLandSize || gameState.ai.accessibility.regionSize[sea] > minWaterSize))
{
this.navalMap = true;
this.landRegions[i] = true;
this.navalRegions[sea] = true;
}
}
else
{
var traject = gameState.ai.accessibility.getTrajectToIndex(seaIndex, i);
if (traject && traject.length === 2)
{
this.navalMap = true;
this.landRegions[i] = true;
this.navalRegions[seaIndex] = true;
}
}
}
else if (gameState.ai.accessibility.regionType[i] === "water" && gameState.ai.accessibility.regionSize[i] > minWaterSize)
{
this.navalMap = true;
this.navalRegions[i] = true;
}
}
if (this.Config.debug < 3)
return;
for (var region in this.landRegions)
API3.warn(" >>> zone " + region + " taille " + cellArea*gameState.ai.accessibility.regionSize[region]);
API3.warn(" navalMap " + this.navalMap);
API3.warn(" landRegions " + uneval(this.landRegions));
API3.warn(" navalRegions " + uneval(this.navalRegions));
};
/**
* load units and buildings from the config files
* TODO: change that to something dynamic
*/
m.HQ.prototype.structureAnalysis = function(gameState)
{
var civ = gameState.playerData.civ;
if (civ in this.Config.buildings.base)
this.bBase = this.Config.buildings.base[civ];
else
this.bBase = this.Config.buildings.base['default'];
if (civ in this.Config.buildings.advanced)
this.bAdvanced = this.Config.buildings.advanced[civ];
else
this.bAdvanced = this.Config.buildings.advanced['default'];
for (var i in this.bBase)
this.bBase[i] = gameState.applyCiv(this.bBase[i]);
for (var i in this.bAdvanced)
this.bAdvanced[i] = gameState.applyCiv(this.bAdvanced[i]);
};
/**
* set strategy if game without construction:
* - if one of our allies has a cc, affect a small fraction of our army for his defense, the rest will attack
* - otherwise all units will attack
*/
m.HQ.prototype.dispatchUnits = function(gameState)
{
var allycc = gameState.getExclusiveAllyEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
if (allycc.length)
{
if (this.Config.debug > 1)
API3.warn(" We have allied cc " + allycc.length + " and " + gameState.getOwnUnits().length + " units ");
var units = gameState.getOwnUnits();
var num = Math.max(Math.min(Math.round(0.08*(1+this.Config.personality.cooperative)*units.length), 20), 5);
var num1 = Math.floor(num / 2);
var num2 = num1;
// first pass to affect ranged infantry
units.filter(API3.Filters.byClassesAnd(["Infantry", "Ranged"])).forEach(function (ent) {
if (!num || !num1)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
--num;
--num1;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
// second pass to affect melee infantry
units.filter(API3.Filters.byClassesAnd(["Infantry", "Melee"])).forEach(function (ent) {
if (!num || !num2)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
--num;
--num2;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
// and now complete the affectation, including all support units
units.forEach(function (ent) {
if (!num && !ent.hasClass("Support"))
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
var access = gameState.ai.accessibility.getAccessValue(ent.position());
for (var cc of allycc)
{
if (!cc.position())
continue;
if (gameState.ai.accessibility.getAccessValue(cc.position()) != access)
continue;
if (!ent.hasClass("Support"))
--num;
ent.setMetadata(PlayerID, "allied", true);
var range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range);
break;
}
});
}
};
/**
* configure our first base expansion
* - if on a small island, favor fishing
* - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
*/
m.HQ.prototype.configFirstBase = function(gameState)
{
if (this.baseManagers.length < 2)
return;
var startingSize = 0;
for (let region in this.landRegions)
{
for (let base of this.baseManagers)
{
if (!base.anchor || base.accessIndex != +region)
continue;
startingSize += gameState.ai.accessibility.regionSize[region];
break;
}
}
var cell = gameState.getMap().cellSize;
startingSize = startingSize * cell * cell;
if (this.Config.debug > 1)
API3.warn("starting size " + startingSize + "(cut at 24000 for fish pushing)");
if (startingSize < 24000)
{
this.saveSpace = true;
this.Config.Economy.popForDock = Math.min(this.Config.Economy.popForDock, 16);
this.Config.Economy.targetNumFishers = Math.max(this.Config.Economy.targetNumFishers, 2);
}
// - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
var startingWood = gameState.getResources()["wood"];
var check = {};
for (var proxim of ["nearby", "medium", "faraway"])
{
for (let base of this.baseManagers)
{
for (var supply of base.dropsiteSupplies["wood"][proxim])
{
if (check[supply.id]) // avoid double counting as same resource can appear several time
continue;
check[supply.id] = true;
startingWood += supply.ent.resourceSupplyAmount();
}
}
}
if (this.Config.debug > 1)
API3.warn("startingWood: " + startingWood + "(cut at 8500 for no rush and 6000 for saveResources)");
if (startingWood < 6000)
this.saveResources = true;
if (startingWood > 8500 && this.canBuildUnits)
this.attackManager.setRushes();
// immediatly build a wood dropsite if possible.
var template = "structures/{civ}_storehouse";
if (gameState.countEntitiesAndQueuedByType(gameState.applyCiv(template), true) === 0 && this.canBuild(gameState, template))
{
var newDP = this.baseManagers[1].findBestDropsiteLocation(gameState, "wood");
if (newDP.quality > 40)
gameState.ai.queues.dropsites.addItem(new m.ConstructionPlan(gameState, template, { "base": this.baseManagers[1].ID }, newDP.pos));
}
};
return m;
}(PETRA);

View file

@ -678,21 +678,21 @@ m.Worker.prototype.startFishing = function(gameState)
m.Worker.prototype.gatherNearestField = function(gameState, baseID)
{
var self = this;
var ownFields = gameState.getOwnEntitiesByType(gameState.applyCiv("structures/{civ}_field"), true).filter(API3.Filters.byMetadata(PlayerID, "base", baseID));
var bestFarmEnt = false;
var bestFarmDist = 10000000;
ownFields.forEach(function (field) {
for (var field of ownFields.values())
{
if (m.IsSupplyFull(gameState, field) === true)
return;
var dist = API3.SquareVectorDistance(field.position(), self.ent.position());
continue;
var dist = API3.SquareVectorDistance(field.position(), this.ent.position());
if (dist < bestFarmDist)
{
bestFarmEnt = field;
bestFarmDist = dist;
}
});
}
if (bestFarmEnt)
{
m.AddTCGatherer(gameState, bestFarmEnt.id());
@ -712,18 +712,19 @@ m.Worker.prototype.buildAnyField = function(gameState, baseID)
var bestFarmEnt = false;
var bestFarmDist = 10000000;
var pos = this.ent.position();
baseFoundations.forEach(function (found) {
for (var found of baseFoundations.values())
{
if (!found.hasClass("Field"))
return;
continue;
var current = found.getBuildersNb();
if (current === undefined || current >= maxGatherers)
return;
continue;
var dist = API3.SquareVectorDistance(found.position(), pos);
if (dist > bestFarmDist)
return;
continue;
bestFarmEnt = found;
bestFarmDist = dist;
});
}
return bestFarmEnt;
};