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812 lines
27 KiB
JavaScript
812 lines
27 KiB
JavaScript
var PETRA = function(m)
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{
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/**
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* Defines a construction plan, ie a building.
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* We'll try to fing a good position if non has been provided
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*/
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m.ConstructionPlan = function(gameState, type, metadata, position)
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{
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if (!m.QueuePlan.call(this, gameState, type, metadata))
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return false;
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this.position = position ? position : 0;
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this.category = "building";
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return true;
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};
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m.ConstructionPlan.prototype = Object.create(m.QueuePlan.prototype);
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m.ConstructionPlan.prototype.canStart = function(gameState)
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{
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if (gameState.ai.HQ.turnCache.buildingBuilt) // do not start another building if already one this turn
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return false;
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if (!this.isGo(gameState))
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return false;
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if (this.template.requiredTech() && !gameState.isResearched(this.template.requiredTech()))
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return false;
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return gameState.findBuilder(this.type) !== undefined;
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};
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m.ConstructionPlan.prototype.start = function(gameState)
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{
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Engine.ProfileStart("Building construction start");
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// We don't care which builder we assign, since they won't actually
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// do the building themselves - all we care about is that there is
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// at least one unit that can start the foundation
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let builder = gameState.findBuilder(this.type);
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let pos = this.findGoodPosition(gameState);
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if (!pos)
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{
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gameState.ai.HQ.stopBuild(gameState, this.type);
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Engine.ProfileStop();
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return;
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}
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if (this.metadata && this.metadata.expectedGain)
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{
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// Check if this market is still worth building (others may have been built making it useless)
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let tradeManager = gameState.ai.HQ.tradeManager;
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tradeManager.checkRoutes(gameState);
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if (!tradeManager.isNewMarketWorth(this.metadata.expectedGain))
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{
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Engine.ProfileStop();
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return;
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}
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}
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gameState.ai.HQ.turnCache.buildingBuilt = true;
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if (this.metadata === undefined)
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this.metadata = { "base": pos.base };
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else if (this.metadata.base === undefined)
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this.metadata.base = pos.base;
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if (pos.access)
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this.metadata.access = pos.access; // needed for Docks whose position is on water
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else
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this.metadata.access = gameState.ai.accessibility.getAccessValue([pos.x, pos.z]);
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if (this.template.buildPlacementType() === "shore")
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{
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// adjust a bit the position if needed
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let cosa = Math.cos(pos.angle);
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let sina = Math.sin(pos.angle);
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let shiftMax = gameState.ai.HQ.territoryMap.cellSize;
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for (let shift = 0; shift <= shiftMax; shift += 2)
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{
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builder.construct(this.type, pos.x-shift*sina, pos.z-shift*cosa, pos.angle, this.metadata);
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if (shift > 0)
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builder.construct(this.type, pos.x+shift*sina, pos.z+shift*cosa, pos.angle, this.metadata);
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}
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}
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else if (pos.xx === undefined || pos.x == pos.xx && pos.z == pos.zz)
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builder.construct(this.type, pos.x, pos.z, pos.angle, this.metadata);
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else // try with the lowest, move towards us unless we're same
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{
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for (let step = 0; step <= 1; step += 0.2)
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builder.construct(this.type, step*pos.x + (1-step)*pos.xx, step*pos.z + (1-step)*pos.zz,
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pos.angle, this.metadata);
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}
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this.onStart(gameState);
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Engine.ProfileStop();
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if (this.metadata && this.metadata.proximity)
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gameState.ai.HQ.navalManager.createTransportIfNeeded(gameState, this.metadata.proximity, [pos.x, pos.z], this.metadata.access);
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};
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m.ConstructionPlan.prototype.findGoodPosition = function(gameState)
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{
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let template = this.template;
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if (template.buildPlacementType() === "shore")
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return this.findDockPosition(gameState);
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let HQ = gameState.ai.HQ;
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if (template.hasClass("Storehouse") && this.metadata.base)
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{
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// recompute the best dropsite location in case some conditions have changed
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let base = HQ.getBaseByID(this.metadata.base);
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let type = this.metadata.type ? this.metadata.type : "wood";
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let newpos = base.findBestDropsiteLocation(gameState, type);
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if (newpos && newpos.quality > 0)
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{
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let pos = newpos.pos;
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "base": this.metadata.base };
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}
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}
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if (!this.position)
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{
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if (template.hasClass("CivCentre"))
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{
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let pos;
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if (this.metadata && this.metadata.resource)
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{
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let proximity = this.metadata.proximity ? this.metadata.proximity : undefined;
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pos = HQ.findEconomicCCLocation(gameState, template, this.metadata.resource, proximity);
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}
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else
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pos = HQ.findStrategicCCLocation(gameState, template);
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if (pos)
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "base": 0 };
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return false;
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}
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else if (template.hasClass("DefenseTower") || template.hasClass("Fortress") || template.hasClass("ArmyCamp"))
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{
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let pos = HQ.findDefensiveLocation(gameState, template);
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if (pos)
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "base": pos[2] };
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// if this fortress is our first one, just try the standard placement
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if (!template.hasClass("Fortress") || gameState.getOwnEntitiesByClass("Fortress", true).hasEntities())
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return false;
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}
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else if (template.hasClass("Market")) // Docks (i.e. NavalMarket) are done before
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{
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let pos = HQ.findMarketLocation(gameState, template);
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if (pos && pos[2] > 0)
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{
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if (!this.metadata)
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this.metadata = {};
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this.metadata.expectedGain = pos[3];
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return { "x": pos[0], "z": pos[1], "angle": 3*Math.PI/4, "base": pos[2] };
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}
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else if (!pos)
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return false;
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}
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}
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// Compute each tile's closeness to friendly structures:
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let placement = new API3.Map(gameState.sharedScript, "territory");
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let cellSize = placement.cellSize; // size of each tile
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let alreadyHasHouses = false;
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if (this.position) // If a position was specified then place the building as close to it as possible
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{
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let x = Math.floor(this.position[0] / cellSize);
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let z = Math.floor(this.position[1] / cellSize);
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placement.addInfluence(x, z, 255);
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}
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else // No position was specified so try and find a sensible place to build
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{
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// give a small > 0 level as the result of addInfluence is constrained to be > 0
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// if we really need houses (i.e. Phasing without enough village building), do not apply these constraints
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if (this.metadata && this.metadata.base !== undefined)
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{
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let base = this.metadata.base;
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for (let j = 0; j < placement.map.length; ++j)
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if (HQ.basesMap.map[j] == base)
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placement.map[j] = 45;
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}
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else
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{
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for (let j = 0; j < placement.map.length; ++j)
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if (HQ.basesMap.map[j] != 0)
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placement.map[j] = 45;
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}
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if (!HQ.requireHouses || !template.hasClass("House"))
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{
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gameState.getOwnStructures().forEach(function(ent) {
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let pos = ent.position();
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let x = Math.round(pos[0] / cellSize);
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let z = Math.round(pos[1] / cellSize);
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let struct = ent.foundationProgress() === undefined ? ent : gameState.getBuiltTemplate(ent.templateName());
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if (struct.resourceDropsiteTypes() && struct.resourceDropsiteTypes().indexOf("food") !== -1)
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{
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if (template.hasClass("Field") || template.hasClass("Corral"))
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placement.addInfluence(x, z, 80/cellSize, 50);
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else // If this is not a field add a negative influence because we want to leave this area for fields
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placement.addInfluence(x, z, 80/cellSize, -20);
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}
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else if (template.hasClass("House"))
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{
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if (ent.hasClass("House"))
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{
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placement.addInfluence(x, z, 60/cellSize, 40); // houses are close to other houses
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alreadyHasHouses = true;
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}
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else if (!ent.hasClass("StoneWall") || ent.hasClass("Gates"))
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placement.addInfluence(x, z, 60/cellSize, -40); // and further away from other stuffs
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}
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else if (template.hasClass("Farmstead") && (!ent.hasClass("Field") && !ent.hasClass("Corral") &&
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(!ent.hasClass("StoneWall") || ent.hasClass("Gates"))))
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placement.addInfluence(x, z, 100/cellSize, -25); // move farmsteads away to make room (StoneWall test needed for iber)
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else if (template.hasClass("GarrisonFortress") && ent.hasClass("House"))
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placement.addInfluence(x, z, 120/cellSize, -50);
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else if (template.hasClass("Military"))
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placement.addInfluence(x, z, 40/cellSize, -40);
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else if (template.genericName() === "Rotary Mill" && ent.hasClass("Field"))
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placement.addInfluence(x, z, 60/cellSize, 40);
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});
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}
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if (template.hasClass("Farmstead"))
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{
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for (let j = 0; j < placement.map.length; ++j)
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{
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let value = placement.map[j] - gameState.sharedScript.resourceMaps.wood.map[j]/3;
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placement.map[j] = value >= 0 ? value : 0;
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if (HQ.borderMap.map[j] & m.fullBorder_Mask)
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placement.map[j] /= 2; // we need space around farmstead, so disfavor map border
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}
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}
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}
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// Requires to be inside our territory, and inside our base territory if required
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// and if our first market, put it on border if possible to maximize distance with next market
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let favorBorder = template.hasClass("BarterMarket");
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let disfavorBorder = gameState.currentPhase() > 1 && !template.hasDefensiveFire();
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let militaryBase = this.metadata && this.metadata.militaryBase ? HQ.findBestBaseForMilitary(gameState) : undefined;
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if (this.metadata && this.metadata.base !== undefined)
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{
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let base = this.metadata.base;
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for (let j = 0; j < placement.map.length; ++j)
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{
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if (HQ.basesMap.map[j] != base)
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placement.map[j] = 0;
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else if (placement.map[j] > 0)
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{
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if (favorBorder && HQ.borderMap.map[j] & m.border_Mask)
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placement.map[j] += 50;
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else if (disfavorBorder && !(HQ.borderMap.map[j] & m.fullBorder_Mask))
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placement.map[j] += 10;
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let x = (j % placement.width + 0.5) * cellSize;
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let z = (Math.floor(j / placement.width) + 0.5) * cellSize;
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if (HQ.isNearInvadingArmy([x, z]))
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placement.map[j] = 0;
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}
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}
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}
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else
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{
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for (let j = 0; j < placement.map.length; ++j)
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{
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if (HQ.basesMap.map[j] == 0)
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placement.map[j] = 0;
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else if (placement.map[j] > 0)
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{
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if (favorBorder && HQ.borderMap.map[j] & m.border_Mask)
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placement.map[j] += 50;
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else if (disfavorBorder && !(HQ.borderMap.map[j] & m.fullBorder_Mask))
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placement.map[j] += 10;
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let x = (j % placement.width + 0.5) * cellSize;
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let z = (Math.floor(j / placement.width) + 0.5) * cellSize;
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if (HQ.isNearInvadingArmy([x, z]))
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placement.map[j] = 0;
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else if (militaryBase && HQ.basesMap.map[j] == militaryBase)
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placement.map[j] += 200;
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}
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}
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}
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// Find the best non-obstructed:
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// Find target building's approximate obstruction radius, and expand by a bit to make sure we're not too close,
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// this allows room for units to walk between buildings.
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// note: not for houses and dropsites who ought to be closer to either each other or a resource.
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// also not for fields who can be stacked quite a bit
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let obstructions = m.createObstructionMap(gameState, 0, template);
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//obstructions.dumpIm(template.buildPlacementType() + "_obstructions.png");
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let radius = 0;
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if (template.hasClass("Fortress") || this.type === gameState.applyCiv("structures/{civ}_siege_workshop") ||
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this.type === gameState.applyCiv("structures/{civ}_elephant_stables"))
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radius = Math.floor((template.obstructionRadius().max + 12) / obstructions.cellSize);
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else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") && !template.hasClass("Field"))
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radius = Math.ceil((template.obstructionRadius().max + 4) / obstructions.cellSize);
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else
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radius = Math.ceil((template.obstructionRadius().max + 0.5) / obstructions.cellSize);
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let bestTile;
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if (template.hasClass("House") && !alreadyHasHouses)
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{
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// try to get some space to place several houses first
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bestTile = placement.findBestTile(3*radius, obstructions);
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if (!bestTile.val)
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bestTile = undefined;
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}
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if (!bestTile)
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bestTile = placement.findBestTile(radius, obstructions);
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if (!bestTile.val)
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return false;
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let bestIdx = bestTile.idx;
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let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize;
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let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize;
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let territorypos = placement.gamePosToMapPos([x, z]);
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let territoryIndex = territorypos[0] + territorypos[1]*placement.width;
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// default angle = 3*Math.PI/4;
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return { "x": x, "z": z, "angle": 3*Math.PI/4, "base": HQ.basesMap.map[territoryIndex] };
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};
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/**
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* Placement of buildings with Dock build category
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* metadata.proximity is defined when first dock without any territory
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*/
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m.ConstructionPlan.prototype.findDockPosition = function(gameState)
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{
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let template = this.template;
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let territoryMap = gameState.ai.HQ.territoryMap;
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let obstructions = m.createObstructionMap(gameState, 0, template);
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//obstructions.dumpIm(template.buildPlacementType() + "_obstructions.png");
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let bestIdx;
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let bestJdx;
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let bestAngle;
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let bestLand;
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let bestWater;
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let bestVal = -1;
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let navalPassMap = gameState.ai.accessibility.navalPassMap;
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let width = gameState.ai.HQ.territoryMap.width;
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let cellSize = gameState.ai.HQ.territoryMap.cellSize;
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let nbShips = gameState.ai.HQ.navalManager.transportShips.length;
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let wantedLand = this.metadata && this.metadata.land ? this.metadata.land : null;
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let wantedSea = this.metadata && this.metadata.sea ? this.metadata.sea : null;
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let proxyAccess = this.metadata && this.metadata.proximity ? gameState.ai.accessibility.getAccessValue(this.metadata.proximity) : null;
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if (nbShips === 0 && proxyAccess && proxyAccess > 1)
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{
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wantedLand = {};
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wantedLand[proxyAccess] = true;
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}
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let dropsiteTypes = template.resourceDropsiteTypes();
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let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize);
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let halfSize = 0; // used for dock angle
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let halfDepth = 0; // used by checkPlacement
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let halfWidth = 0; // used by checkPlacement
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if (template.get("Footprint/Square"))
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{
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halfSize = Math.max(+template.get("Footprint/Square/@depth"), +template.get("Footprint/Square/@width")) / 2;
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halfDepth = +template.get("Footprint/Square/@depth") / 2;
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halfWidth = +template.get("Footprint/Square/@width") / 2;
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}
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else if (template.get("Footprint/Circle"))
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{
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halfSize = +template.get("Footprint/Circle/@radius");
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halfDepth = halfSize;
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halfWidth = halfSize;
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}
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// res is a measure of the amount of resources around, and maxRes is the max value taken into account
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// water is a measure of the water space around, and maxWater is the max value that can be returned by checkDockPlacement
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const maxRes = 10;
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const maxWater = 16;
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for (let j = 0; j < territoryMap.length; ++j)
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{
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if (!this.isDockLocation(gameState, j, halfDepth, wantedLand, wantedSea))
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continue;
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let dist;
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if (!proxyAccess)
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{
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// if not in our (or allied) territory, we do not want it too far to be able to defend it
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dist = this.getFrontierProximity(gameState, j);
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if (dist > 4)
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continue;
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}
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let i = territoryMap.getNonObstructedTile(j, radius, obstructions);
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if (i < 0)
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continue;
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if (wantedSea && navalPassMap[i] !== wantedSea)
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continue;
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let res = dropsiteTypes ? Math.min(maxRes, this.getResourcesAround(gameState, dropsiteTypes, j, 80)) : maxRes;
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let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)];
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if (proxyAccess)
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{
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// if proximity is given, we look for the nearest point
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dist = API3.SquareVectorDistance(this.metadata.proximity, pos);
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dist = Math.sqrt(dist) + 20 * (maxRes - res);
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}
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else
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dist += 0.6 * (maxRes - res);
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// Add a penalty if on the map border as ship movement will be difficult
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if (gameState.ai.HQ.borderMap.map[j] & m.fullBorder_Mask)
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dist += 2;
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// do a pre-selection, supposing we will have the best possible water
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if (bestIdx !== undefined && dist > bestVal + maxWater)
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continue;
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let x = (i % obstructions.width + 0.5) * obstructions.cellSize;
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let z = (Math.floor(i / obstructions.width) + 0.5) * obstructions.cellSize;
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let angle = this.getDockAngle(gameState, x, z, halfSize);
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if (angle === false)
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continue;
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let ret = this.checkDockPlacement(gameState, x, z, halfDepth, halfWidth, angle);
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if (!ret || !gameState.ai.HQ.landRegions[ret.land])
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continue;
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// final selection now that the checkDockPlacement water is known
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if (bestIdx !== undefined && dist + maxWater - ret.water > bestVal)
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continue;
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if (this.metadata.proximity && gameState.ai.accessibility.regionSize[ret.land] < 4000)
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continue;
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if (gameState.ai.HQ.isDangerousLocation(gameState, pos, halfSize))
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continue;
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bestVal = dist + maxWater - ret.water;
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bestIdx = i;
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bestJdx = j;
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bestAngle = angle;
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bestLand = ret.land;
|
|
bestWater = ret.water;
|
|
}
|
|
|
|
if (bestVal < 0)
|
|
return false;
|
|
|
|
// if no good place with enough water around and still in first phase, wait for expansion at the next phase
|
|
if (!this.metadata.proximity && bestWater < 10 && gameState.currentPhase() == 1)
|
|
return false;
|
|
|
|
let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize;
|
|
let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize;
|
|
|
|
// Assign this dock to a base
|
|
let baseIndex = gameState.ai.HQ.basesMap.map[bestJdx];
|
|
if (!baseIndex)
|
|
{
|
|
for (let base of gameState.ai.HQ.baseManagers)
|
|
{
|
|
if (!base.anchor || !base.anchor.position())
|
|
continue;
|
|
if (base.accessIndex !== bestLand)
|
|
continue;
|
|
baseIndex = base.ID;
|
|
break;
|
|
}
|
|
if (!baseIndex)
|
|
{
|
|
if (gameState.ai.HQ.numActiveBase() > 0)
|
|
API3.warn("Petra: dock constructed without base index " + baseIndex);
|
|
else
|
|
baseIndex = gameState.ai.HQ.baseManagers[0].ID;
|
|
}
|
|
}
|
|
|
|
return { "x": x, "z": z, "angle": bestAngle, "base": baseIndex, "access": bestLand };
|
|
};
|
|
|
|
/** Algorithm taken from the function GetDockAngle in simulation/helpers/Commands.js */
|
|
m.ConstructionPlan.prototype.getDockAngle = function(gameState, x, z, size)
|
|
{
|
|
let pos = gameState.ai.accessibility.gamePosToMapPos([x, z]);
|
|
let k = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
let seaRef = gameState.ai.accessibility.navalPassMap[k];
|
|
if (seaRef < 2)
|
|
return false;
|
|
const numPoints = 16;
|
|
for (let dist = 0; dist < 4; ++dist)
|
|
{
|
|
let waterPoints = [];
|
|
for (let i = 0; i < numPoints; ++i)
|
|
{
|
|
let angle = 2 * Math.PI * i / numPoints;
|
|
pos = [x - (1+dist)*size*Math.sin(angle), z + (1+dist)*size*Math.cos(angle)];
|
|
pos = gameState.ai.accessibility.gamePosToMapPos(pos);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width ||
|
|
pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
continue;
|
|
let j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.navalPassMap[j] === seaRef)
|
|
waterPoints.push(i);
|
|
}
|
|
let length = waterPoints.length;
|
|
if (!length)
|
|
continue;
|
|
let consec = [];
|
|
for (let i = 0; i < length; ++i)
|
|
{
|
|
let count = 0;
|
|
for (let j = 0; j < length-1; ++j)
|
|
{
|
|
if ((waterPoints[(i + j) % length]+1) % numPoints == waterPoints[(i + j + 1) % length])
|
|
++count;
|
|
else
|
|
break;
|
|
}
|
|
consec[i] = count;
|
|
}
|
|
let start = 0;
|
|
let count = 0;
|
|
for (let 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;
|
|
};
|
|
|
|
/**
|
|
* Algorithm taken from checkPlacement in simulation/components/BuildRestriction.js
|
|
* to determine the special dock requirements
|
|
* returns {"land": land index for this dock, "water": amount of water around this spot}
|
|
*/
|
|
m.ConstructionPlan.prototype.checkDockPlacement = function(gameState, x, z, halfDepth, halfWidth, angle)
|
|
{
|
|
let sz = halfDepth * Math.sin(angle);
|
|
let cz = halfDepth * Math.cos(angle);
|
|
// center back position
|
|
let pos = gameState.ai.accessibility.gamePosToMapPos([x - sz, z - cz]);
|
|
let j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
let land = gameState.ai.accessibility.landPassMap[j];
|
|
if (land < 2)
|
|
return null;
|
|
// center front position
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x + sz, z + cz]);
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] > 1 || gameState.ai.accessibility.navalPassMap[j] < 2)
|
|
return null;
|
|
// additional constraints compared to BuildRestriction.js to assure we have enough place to build
|
|
let sw = halfWidth * Math.cos(angle) * 3 / 4;
|
|
let cw = halfWidth * Math.sin(angle) * 3 / 4;
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x - sz + sw, z - cz - cw]);
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] != land)
|
|
return null;
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x - sz - sw, z - cz + cw]);
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] != land)
|
|
return null;
|
|
let water = 0;
|
|
let sp = 15 * Math.sin(angle);
|
|
let cp = 15 * Math.cos(angle);
|
|
for (let i = 1; i < 5; ++i)
|
|
{
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x + sz + i*(sp+sw), z + cz + i*(cp-cw)]);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width ||
|
|
pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
break;
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] > 1 || gameState.ai.accessibility.navalPassMap[j] < 2)
|
|
break;
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x + sz + i*sp, z + cz + i*cp]);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width ||
|
|
pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
break;
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] > 1 || gameState.ai.accessibility.navalPassMap[j] < 2)
|
|
break;
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x + sz + i*(sp-sw), z + cz + i*(cp+cw)]);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width ||
|
|
pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
break;
|
|
j = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (gameState.ai.accessibility.landPassMap[j] > 1 || gameState.ai.accessibility.navalPassMap[j] < 2)
|
|
break;
|
|
water += 4;
|
|
}
|
|
return {"land": land, "water": water};
|
|
};
|
|
|
|
/**
|
|
* fast check if we can build a dock: returns false if nearest land is farther than the dock dimension
|
|
* if the (object) wantedLand is given, this nearest land should have one of these accessibility
|
|
* if wantedSea is given, this tile should be inside this sea
|
|
*/
|
|
const around = [ [ 1.0, 0.0], [ 0.87, 0.50], [ 0.50, 0.87], [ 0.0, 1.0], [-0.50, 0.87], [-0.87, 0.50],
|
|
[-1.0, 0.0], [-0.87,-0.50], [-0.50,-0.87], [ 0.0,-1.0], [ 0.50,-0.87], [ 0.87,-0.50] ];
|
|
|
|
m.ConstructionPlan.prototype.isDockLocation = function(gameState, j, dimension, wantedLand, wantedSea)
|
|
{
|
|
let width = gameState.ai.HQ.territoryMap.width;
|
|
let cellSize = gameState.ai.HQ.territoryMap.cellSize;
|
|
let dist = dimension + 2*cellSize;
|
|
|
|
let x = (j%width + 0.5) * cellSize;
|
|
let z = (Math.floor(j/width) + 0.5) * cellSize;
|
|
for (let a of around)
|
|
{
|
|
let pos = gameState.ai.accessibility.gamePosToMapPos([x + dist*a[0], z + dist*a[1]]);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width)
|
|
continue;
|
|
if (pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
continue;
|
|
let k = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
let landPass = gameState.ai.accessibility.landPassMap[k];
|
|
if (landPass < 2 || wantedLand && !wantedLand[landPass])
|
|
continue;
|
|
pos = gameState.ai.accessibility.gamePosToMapPos([x - dist*a[0], z - dist*a[1]]);
|
|
if (pos[0] < 0 || pos[0] >= gameState.ai.accessibility.width)
|
|
continue;
|
|
if (pos[1] < 0 || pos[1] >= gameState.ai.accessibility.height)
|
|
continue;
|
|
k = pos[0] + pos[1]*gameState.ai.accessibility.width;
|
|
if (wantedSea && gameState.ai.accessibility.navalPassMap[k] !== wantedSea)
|
|
continue;
|
|
else if (!wantedSea && gameState.ai.accessibility.navalPassMap[k] < 2)
|
|
continue;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* return a measure of the proximity to our frontier (including our allies)
|
|
* 0=inside, 1=less than 24m, 2= less than 48m, 3= less than 72m, 4=less than 96m, 5=above 96m
|
|
*/
|
|
m.ConstructionPlan.prototype.getFrontierProximity = function(gameState, j)
|
|
{
|
|
let alliedVictory = gameState.getAlliedVictory();
|
|
let territoryMap = gameState.ai.HQ.territoryMap;
|
|
let territoryOwner = territoryMap.getOwnerIndex(j);
|
|
if (territoryOwner === PlayerID || alliedVictory && gameState.isPlayerAlly(territoryOwner))
|
|
return 0;
|
|
|
|
let borderMap = gameState.ai.HQ.borderMap;
|
|
let width = territoryMap.width;
|
|
let step = Math.round(24 / territoryMap.cellSize);
|
|
let ix = j % width;
|
|
let iz = Math.floor(j / width);
|
|
let best = 5;
|
|
for (let a of around)
|
|
{
|
|
for (let i = 1; i < 5; ++i)
|
|
{
|
|
let jx = ix + Math.round(i*step*a[0]);
|
|
if (jx < 0 || jx >= width)
|
|
continue;
|
|
let jz = iz + Math.round(i*step*a[1]);
|
|
if (jz < 0 || jz >= width)
|
|
continue;
|
|
if (borderMap.map[jx+width*jz] & m.outside_Mask)
|
|
continue;
|
|
territoryOwner = territoryMap.getOwnerIndex(jx+width*jz);
|
|
if (alliedVictory && gameState.isPlayerAlly(territoryOwner) || territoryOwner === PlayerID)
|
|
{
|
|
best = Math.min(best, i);
|
|
break;
|
|
}
|
|
}
|
|
if (best === 1)
|
|
break;
|
|
}
|
|
|
|
return best;
|
|
};
|
|
|
|
/**
|
|
* get the sum of the resources (except food) around, inside a given radius
|
|
* resources have a weight (1 if dist=0 and 0 if dist=size) doubled for wood
|
|
*/
|
|
m.ConstructionPlan.prototype.getResourcesAround = function(gameState, types, i, radius)
|
|
{
|
|
let resourceMaps = gameState.sharedScript.resourceMaps;
|
|
let w = resourceMaps.wood.width;
|
|
let cellSize = resourceMaps.wood.cellSize;
|
|
let size = Math.floor(radius / cellSize);
|
|
let ix = i % w;
|
|
let iy = Math.floor(i / w);
|
|
let total = 0;
|
|
let nbcell = 0;
|
|
for (let k of types)
|
|
{
|
|
if (k === "food" || !resourceMaps[k])
|
|
continue;
|
|
let weigh0 = k === "wood" ? 2 : 1;
|
|
for (let dy = 0; dy <= size; ++dy)
|
|
{
|
|
let dxmax = size - dy;
|
|
let ky = iy + dy;
|
|
if (ky >= 0 && ky < w)
|
|
{
|
|
for (let dx = -dxmax; dx <= dxmax; ++dx)
|
|
{
|
|
let kx = ix + dx;
|
|
if (kx < 0 || kx >= w)
|
|
continue;
|
|
let ddx = dx > 0 ? dx : -dx;
|
|
let weight = weigh0 * (dxmax - ddx) / size;
|
|
total += weight * resourceMaps[k].map[kx + w * ky];
|
|
nbcell += weight;
|
|
}
|
|
}
|
|
if (dy === 0)
|
|
continue;
|
|
ky = iy - dy;
|
|
if (ky >= 0 && ky < w)
|
|
{
|
|
for (let dx = -dxmax; dx <= dxmax; ++dx)
|
|
{
|
|
let kx = ix + dx;
|
|
if (kx < 0 || kx >= w)
|
|
continue;
|
|
let ddx = dx > 0 ? dx : -dx;
|
|
let weight = weigh0 * (dxmax - ddx) / size;
|
|
total += weight * resourceMaps[k].map[kx + w * ky];
|
|
nbcell += weight;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return nbcell ? total / nbcell : 0;
|
|
};
|
|
|
|
m.ConstructionPlan.prototype.isGo = function(gameState)
|
|
{
|
|
if (this.goRequirement && this.goRequirement === "houseNeeded")
|
|
{
|
|
if (!gameState.ai.HQ.canBuild(gameState, "structures/{civ}_house"))
|
|
return false;
|
|
if (gameState.getPopulationMax() <= gameState.getPopulationLimit())
|
|
return false;
|
|
let freeSlots = gameState.getPopulationLimit() - gameState.getPopulation();
|
|
for (let ent of gameState.getOwnFoundations().values())
|
|
{
|
|
let template = gameState.getBuiltTemplate(ent.templateName());
|
|
if (template)
|
|
freeSlots += template.getPopulationBonus();
|
|
}
|
|
|
|
if (gameState.ai.HQ.saveResources)
|
|
return freeSlots <= 10;
|
|
if (gameState.getPopulation() > 55)
|
|
return freeSlots <= 21;
|
|
if (gameState.getPopulation() > 30)
|
|
return freeSlots <= 15;
|
|
return freeSlots <= 10;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
m.ConstructionPlan.prototype.onStart = function(gameState)
|
|
{
|
|
if (this.queueToReset)
|
|
gameState.ai.queueManager.changePriority(this.queueToReset, gameState.ai.Config.priorities[this.queueToReset]);
|
|
};
|
|
|
|
m.ConstructionPlan.prototype.Serialize = function()
|
|
{
|
|
return {
|
|
"category": this.category,
|
|
"type": this.type,
|
|
"ID": this.ID,
|
|
"metadata": this.metadata,
|
|
"cost": this.cost.Serialize(),
|
|
"number": this.number,
|
|
"position": this.position,
|
|
"goRequirement": this.goRequirement || undefined,
|
|
"queueToReset": this.queueToReset || undefined
|
|
};
|
|
};
|
|
|
|
m.ConstructionPlan.prototype.Deserialize = function(gameState, data)
|
|
{
|
|
for (let key in data)
|
|
this[key] = data[key];
|
|
|
|
let cost = new API3.Resources();
|
|
cost.Deserialize(data.cost);
|
|
this.cost = cost;
|
|
};
|
|
|
|
return m;
|
|
}(PETRA);
|