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The HQ should only care about high-level stuff, hence something like managing/looping individual bases is now done in a `BasesManager`, similar to the `AttackManager`. Differential revision: https://code.wildfiregames.com/D4192 Comments by: @Angen Fixes: #6185 This was SVN commit r25876.
803 lines
24 KiB
JavaScript
803 lines
24 KiB
JavaScript
/**
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* Attack Manager
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*/
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PETRA.AttackManager = function(Config)
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{
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this.Config = Config;
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this.totalNumber = 0;
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this.attackNumber = 0;
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this.rushNumber = 0;
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this.raidNumber = 0;
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this.upcomingAttacks = { "Rush": [], "Raid": [], "Attack": [], "HugeAttack": [] };
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this.startedAttacks = { "Rush": [], "Raid": [], "Attack": [], "HugeAttack": [] };
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this.bombingAttacks = new Map();// Temporary attacks for siege units while waiting their current attack to start
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this.debugTime = 0;
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this.maxRushes = 0;
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this.rushSize = [];
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this.currentEnemyPlayer = undefined; // enemy player we are currently targeting
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this.defeated = {};
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};
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/** More initialisation for stuff that needs the gameState */
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PETRA.AttackManager.prototype.init = function(gameState)
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{
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this.outOfPlan = gameState.getOwnUnits().filter(API3.Filters.byMetadata(PlayerID, "plan", -1));
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this.outOfPlan.registerUpdates();
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};
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PETRA.AttackManager.prototype.setRushes = function(allowed)
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{
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if (this.Config.personality.aggressive > this.Config.personalityCut.strong && allowed > 2)
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{
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this.maxRushes = 3;
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this.rushSize = [ 16, 20, 24 ];
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}
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else if (this.Config.personality.aggressive > this.Config.personalityCut.medium && allowed > 1)
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{
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this.maxRushes = 2;
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this.rushSize = [ 18, 22 ];
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}
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else if (this.Config.personality.aggressive > this.Config.personalityCut.weak && allowed > 0)
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{
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this.maxRushes = 1;
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this.rushSize = [ 20 ];
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}
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};
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PETRA.AttackManager.prototype.checkEvents = function(gameState, events)
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{
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for (let evt of events.PlayerDefeated)
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this.defeated[evt.playerId] = true;
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let answer = "decline";
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let other;
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let targetPlayer;
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for (let evt of events.AttackRequest)
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{
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if (evt.source === PlayerID || !gameState.isPlayerAlly(evt.source) || !gameState.isPlayerEnemy(evt.player))
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continue;
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targetPlayer = evt.player;
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let available = 0;
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for (let attackType in this.upcomingAttacks)
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{
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for (let attack of this.upcomingAttacks[attackType])
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{
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if (attack.state === "completing")
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{
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if (attack.targetPlayer === targetPlayer)
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available += attack.unitCollection.length;
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else if (attack.targetPlayer !== undefined && attack.targetPlayer !== targetPlayer)
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other = attack.targetPlayer;
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continue;
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}
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attack.targetPlayer = targetPlayer;
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if (attack.unitCollection.length > 2)
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available += attack.unitCollection.length;
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}
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}
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if (available > 12) // launch the attack immediately
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{
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for (let attackType in this.upcomingAttacks)
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{
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for (let attack of this.upcomingAttacks[attackType])
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{
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if (attack.state === "completing" ||
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attack.targetPlayer !== targetPlayer ||
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attack.unitCollection.length < 3)
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continue;
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attack.forceStart();
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attack.requested = true;
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}
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}
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answer = "join";
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}
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else if (other !== undefined)
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answer = "other";
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break; // take only the first attack request into account
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}
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if (targetPlayer !== undefined)
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PETRA.chatAnswerRequestAttack(gameState, targetPlayer, answer, other);
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for (let evt of events.EntityRenamed) // take care of packing units in bombing attacks
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{
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for (let [targetId, unitIds] of this.bombingAttacks)
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{
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if (targetId == evt.entity)
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{
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this.bombingAttacks.set(evt.newentity, unitIds);
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this.bombingAttacks.delete(evt.entity);
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}
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else if (unitIds.has(evt.entity))
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{
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unitIds.add(evt.newentity);
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unitIds.delete(evt.entity);
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}
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}
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}
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};
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/**
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* Check for any structure in range from within our territory, and bomb it
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*/
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PETRA.AttackManager.prototype.assignBombers = function(gameState)
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{
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// First some cleaning of current bombing attacks
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for (let [targetId, unitIds] of this.bombingAttacks)
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{
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let target = gameState.getEntityById(targetId);
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if (!target || !gameState.isPlayerEnemy(target.owner()))
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this.bombingAttacks.delete(targetId);
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else
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{
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for (let entId of unitIds.values())
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{
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let ent = gameState.getEntityById(entId);
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if (ent && ent.owner() == PlayerID)
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{
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let plan = ent.getMetadata(PlayerID, "plan");
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let orders = ent.unitAIOrderData();
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let lastOrder = orders && orders.length ? orders[orders.length-1] : null;
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if (lastOrder && lastOrder.target && lastOrder.target == targetId && plan != -2 && plan != -3)
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continue;
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}
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unitIds.delete(entId);
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}
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if (!unitIds.size)
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this.bombingAttacks.delete(targetId);
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}
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}
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const bombers = gameState.updatingCollection("bombers", API3.Filters.byClasses(["BoltShooter", "StoneThrower"]), gameState.getOwnUnits());
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for (let ent of bombers.values())
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{
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if (!ent.position() || !ent.isIdle() || !ent.attackRange("Ranged"))
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continue;
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if (ent.getMetadata(PlayerID, "plan") == -2 || ent.getMetadata(PlayerID, "plan") == -3)
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continue;
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if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") != -1)
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{
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let subrole = ent.getMetadata(PlayerID, "subrole");
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if (subrole && (subrole == "completing" || subrole == "walking" || subrole == "attacking"))
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continue;
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}
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let alreadyBombing = false;
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for (let unitIds of this.bombingAttacks.values())
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{
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if (!unitIds.has(ent.id()))
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continue;
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alreadyBombing = true;
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break;
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}
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if (alreadyBombing)
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break;
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let range = ent.attackRange("Ranged").max;
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let entPos = ent.position();
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let access = PETRA.getLandAccess(gameState, ent);
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for (let struct of gameState.getEnemyStructures().values())
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{
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if (!ent.canAttackTarget(struct, PETRA.allowCapture(gameState, ent, struct)))
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continue;
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let structPos = struct.position();
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let x;
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let z;
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if (struct.hasClass("Field"))
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{
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if (!struct.resourceSupplyNumGatherers() ||
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!gameState.isPlayerEnemy(gameState.ai.HQ.territoryMap.getOwner(structPos)))
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continue;
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}
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let dist = API3.VectorDistance(entPos, structPos);
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if (dist > range)
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{
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let safety = struct.footprintRadius() + 30;
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x = structPos[0] + (entPos[0] - structPos[0]) * safety / dist;
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z = structPos[1] + (entPos[1] - structPos[1]) * safety / dist;
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let owner = gameState.ai.HQ.territoryMap.getOwner([x, z]);
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if (owner != 0 && gameState.isPlayerEnemy(owner))
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continue;
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x = structPos[0] + (entPos[0] - structPos[0]) * range / dist;
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z = structPos[1] + (entPos[1] - structPos[1]) * range / dist;
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if (gameState.ai.HQ.territoryMap.getOwner([x, z]) != PlayerID ||
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gameState.ai.accessibility.getAccessValue([x, z]) != access)
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continue;
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}
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let attackingUnits;
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for (let [targetId, unitIds] of this.bombingAttacks)
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{
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if (targetId != struct.id())
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continue;
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attackingUnits = unitIds;
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break;
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}
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if (attackingUnits && attackingUnits.size > 4)
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continue; // already enough units against that target
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if (!attackingUnits)
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{
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attackingUnits = new Set();
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this.bombingAttacks.set(struct.id(), attackingUnits);
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}
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attackingUnits.add(ent.id());
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if (dist > range)
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ent.move(x, z);
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ent.attack(struct.id(), false, dist > range);
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break;
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}
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}
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};
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/**
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* Some functions are run every turn
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* Others once in a while
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*/
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PETRA.AttackManager.prototype.update = function(gameState, queues, events)
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{
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if (this.Config.debug > 2 && gameState.ai.elapsedTime > this.debugTime + 60)
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{
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this.debugTime = gameState.ai.elapsedTime;
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API3.warn(" upcoming attacks =================");
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for (let attackType in this.upcomingAttacks)
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for (let attack of this.upcomingAttacks[attackType])
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API3.warn(" plan " + attack.name + " type " + attackType + " state " + attack.state + " units " + attack.unitCollection.length);
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API3.warn(" started attacks ==================");
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for (let attackType in this.startedAttacks)
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for (let attack of this.startedAttacks[attackType])
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API3.warn(" plan " + attack.name + " type " + attackType + " state " + attack.state + " units " + attack.unitCollection.length);
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API3.warn(" ==================================");
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}
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this.checkEvents(gameState, events);
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let unexecutedAttacks = { "Rush": 0, "Raid": 0, "Attack": 0, "HugeAttack": 0 };
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for (let attackType in this.upcomingAttacks)
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{
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for (let i = 0; i < this.upcomingAttacks[attackType].length; ++i)
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{
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let attack = this.upcomingAttacks[attackType][i];
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attack.checkEvents(gameState, events);
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if (attack.isStarted())
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API3.warn("Petra problem in attackManager: attack in preparation has already started ???");
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let updateStep = attack.updatePreparation(gameState);
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// now we're gonna check if the preparation time is over
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if (updateStep == 1 || attack.isPaused())
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{
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// just chillin'
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if (attack.state == "unexecuted")
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++unexecutedAttacks[attackType];
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}
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else if (updateStep == 0)
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{
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if (this.Config.debug > 1)
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API3.warn("Attack Manager: " + attack.getType() + " plan " + attack.getName() + " aborted.");
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attack.Abort(gameState);
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this.upcomingAttacks[attackType].splice(i--, 1);
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}
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else if (updateStep == 2)
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{
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if (attack.StartAttack(gameState))
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{
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if (this.Config.debug > 1)
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API3.warn("Attack Manager: Starting " + attack.getType() + " plan " + attack.getName());
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if (this.Config.chat)
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PETRA.chatLaunchAttack(gameState, attack.targetPlayer, attack.getType());
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this.startedAttacks[attackType].push(attack);
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}
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else
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attack.Abort(gameState);
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this.upcomingAttacks[attackType].splice(i--, 1);
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}
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}
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}
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for (let attackType in this.startedAttacks)
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{
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for (let i = 0; i < this.startedAttacks[attackType].length; ++i)
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{
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let attack = this.startedAttacks[attackType][i];
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attack.checkEvents(gameState, events);
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// okay so then we'll update the attack.
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if (attack.isPaused())
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continue;
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let remaining = attack.update(gameState, events);
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if (!remaining)
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{
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if (this.Config.debug > 1)
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API3.warn("Military Manager: " + attack.getType() + " plan " + attack.getName() + " is finished with remaining " + remaining);
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attack.Abort(gameState);
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this.startedAttacks[attackType].splice(i--, 1);
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}
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}
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}
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// creating plans after updating because an aborted plan might be reused in that case.
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let barracksNb = gameState.getOwnEntitiesByClass("Barracks", true).filter(API3.Filters.isBuilt()).length;
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if (this.rushNumber < this.maxRushes && barracksNb >= 1)
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{
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if (unexecutedAttacks.Rush === 0)
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{
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// we have a barracks and we want to rush, rush.
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let data = { "targetSize": this.rushSize[this.rushNumber] };
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let attackPlan = new PETRA.AttackPlan(gameState, this.Config, this.totalNumber, "Rush", data);
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if (!attackPlan.failed)
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{
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if (this.Config.debug > 1)
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API3.warn("Military Manager: Rushing plan " + this.totalNumber + " with maxRushes " + this.maxRushes);
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this.totalNumber++;
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attackPlan.init(gameState);
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this.upcomingAttacks.Rush.push(attackPlan);
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}
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this.rushNumber++;
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}
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}
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else if (unexecutedAttacks.Attack == 0 && unexecutedAttacks.HugeAttack == 0 &&
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this.startedAttacks.Attack.length + this.startedAttacks.HugeAttack.length < Math.min(2, 1 + Math.round(gameState.getPopulationMax()/100)) &&
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(this.startedAttacks.Attack.length + this.startedAttacks.HugeAttack.length == 0 || gameState.getPopulationMax() - gameState.getPopulation() > 12))
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{
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if (barracksNb >= 1 && (gameState.currentPhase() > 1 || gameState.isResearching(gameState.getPhaseName(2))) ||
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!gameState.ai.HQ.hasPotentialBase()) // if we have no base ... nothing else to do than attack
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{
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let type = this.attackNumber < 2 || this.startedAttacks.HugeAttack.length > 0 ? "Attack" : "HugeAttack";
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let attackPlan = new PETRA.AttackPlan(gameState, this.Config, this.totalNumber, type);
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if (attackPlan.failed)
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this.attackPlansEncounteredWater = true; // hack
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else
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{
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if (this.Config.debug > 1)
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API3.warn("Military Manager: Creating the plan " + type + " " + this.totalNumber);
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this.totalNumber++;
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attackPlan.init(gameState);
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this.upcomingAttacks[type].push(attackPlan);
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}
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this.attackNumber++;
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}
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}
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if (unexecutedAttacks.Raid === 0 && gameState.ai.HQ.defenseManager.targetList.length)
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{
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let target;
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for (let targetId of gameState.ai.HQ.defenseManager.targetList)
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{
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target = gameState.getEntityById(targetId);
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if (!target)
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continue;
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if (gameState.isPlayerEnemy(target.owner()))
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break;
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target = undefined;
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}
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if (target) // prepare a raid against this target
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this.raidTargetEntity(gameState, target);
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}
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// Check if we have some unused ranged siege unit which could do something useful while waiting
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if (this.Config.difficulty > 1 && gameState.ai.playedTurn % 5 == 0)
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this.assignBombers(gameState);
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};
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PETRA.AttackManager.prototype.getPlan = function(planName)
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{
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for (let attackType in this.upcomingAttacks)
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{
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for (let attack of this.upcomingAttacks[attackType])
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if (attack.getName() == planName)
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return attack;
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}
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for (let attackType in this.startedAttacks)
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{
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for (let attack of this.startedAttacks[attackType])
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if (attack.getName() == planName)
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return attack;
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}
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return undefined;
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};
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PETRA.AttackManager.prototype.pausePlan = function(planName)
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{
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let attack = this.getPlan(planName);
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if (attack)
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attack.setPaused(true);
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};
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PETRA.AttackManager.prototype.unpausePlan = function(planName)
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{
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let attack = this.getPlan(planName);
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if (attack)
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attack.setPaused(false);
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};
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PETRA.AttackManager.prototype.pauseAllPlans = function()
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{
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for (let attackType in this.upcomingAttacks)
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for (let attack of this.upcomingAttacks[attackType])
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attack.setPaused(true);
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for (let attackType in this.startedAttacks)
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for (let attack of this.startedAttacks[attackType])
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attack.setPaused(true);
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};
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PETRA.AttackManager.prototype.unpauseAllPlans = function()
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{
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for (let attackType in this.upcomingAttacks)
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for (let attack of this.upcomingAttacks[attackType])
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attack.setPaused(false);
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for (let attackType in this.startedAttacks)
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for (let attack of this.startedAttacks[attackType])
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attack.setPaused(false);
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};
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PETRA.AttackManager.prototype.getAttackInPreparation = function(type)
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{
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return this.upcomingAttacks[type].length ? this.upcomingAttacks[type][0] : undefined;
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};
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/**
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* Determine which player should be attacked: when called when starting the attack,
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* attack.targetPlayer is undefined and in that case, we keep track of the chosen target
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* for future attacks.
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*/
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PETRA.AttackManager.prototype.getEnemyPlayer = function(gameState, attack)
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{
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let enemyPlayer;
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// First check if there is a preferred enemy based on our victory conditions.
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// If both wonder and relic, choose randomly between them TODO should combine decisions
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if (gameState.getVictoryConditions().has("wonder"))
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enemyPlayer = this.getWonderEnemyPlayer(gameState, attack);
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if (gameState.getVictoryConditions().has("capture_the_relic"))
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if (!enemyPlayer || randBool())
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enemyPlayer = this.getRelicEnemyPlayer(gameState, attack) || enemyPlayer;
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if (enemyPlayer)
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return enemyPlayer;
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let veto = {};
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for (let i in this.defeated)
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veto[i] = true;
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// No rush if enemy too well defended (i.e. iberians)
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if (attack.type == "Rush")
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{
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for (let i = 1; i < gameState.sharedScript.playersData.length; ++i)
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{
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if (!gameState.isPlayerEnemy(i) || veto[i])
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continue;
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if (this.defeated[i])
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continue;
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let enemyDefense = 0;
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for (let ent of gameState.getEnemyStructures(i).values())
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if (ent.hasClasses(["Tower", "WallTower", "Fortress"]))
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enemyDefense++;
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if (enemyDefense > 6)
|
|
veto[i] = true;
|
|
}
|
|
}
|
|
|
|
// then if not a huge attack, continue attacking our previous target as long as it has some entities,
|
|
// otherwise target the most accessible one
|
|
if (attack.type != "HugeAttack")
|
|
{
|
|
if (attack.targetPlayer === undefined && this.currentEnemyPlayer !== undefined &&
|
|
!this.defeated[this.currentEnemyPlayer] &&
|
|
gameState.isPlayerEnemy(this.currentEnemyPlayer) &&
|
|
gameState.getEntities(this.currentEnemyPlayer).hasEntities())
|
|
return this.currentEnemyPlayer;
|
|
|
|
let distmin;
|
|
let ccmin;
|
|
let ccEnts = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre"));
|
|
for (let ourcc of ccEnts.values())
|
|
{
|
|
if (ourcc.owner() != PlayerID)
|
|
continue;
|
|
let ourPos = ourcc.position();
|
|
let access = PETRA.getLandAccess(gameState, ourcc);
|
|
for (let enemycc of ccEnts.values())
|
|
{
|
|
if (veto[enemycc.owner()])
|
|
continue;
|
|
if (!gameState.isPlayerEnemy(enemycc.owner()))
|
|
continue;
|
|
if (access != PETRA.getLandAccess(gameState, enemycc))
|
|
continue;
|
|
let dist = API3.SquareVectorDistance(ourPos, enemycc.position());
|
|
if (distmin && dist > distmin)
|
|
continue;
|
|
ccmin = enemycc;
|
|
distmin = dist;
|
|
}
|
|
}
|
|
if (ccmin)
|
|
{
|
|
enemyPlayer = ccmin.owner();
|
|
if (attack.targetPlayer === undefined)
|
|
this.currentEnemyPlayer = enemyPlayer;
|
|
return enemyPlayer;
|
|
}
|
|
}
|
|
|
|
// then let's target our strongest enemy (basically counting enemies units)
|
|
// with priority to enemies with civ center
|
|
let max = 0;
|
|
for (let i = 1; i < gameState.sharedScript.playersData.length; ++i)
|
|
{
|
|
if (veto[i])
|
|
continue;
|
|
if (!gameState.isPlayerEnemy(i))
|
|
continue;
|
|
let enemyCount = 0;
|
|
let enemyCivCentre = false;
|
|
for (let ent of gameState.getEntities(i).values())
|
|
{
|
|
enemyCount++;
|
|
if (ent.hasClass("CivCentre"))
|
|
enemyCivCentre = true;
|
|
}
|
|
if (enemyCivCentre)
|
|
enemyCount += 500;
|
|
if (!enemyCount || enemyCount < max)
|
|
continue;
|
|
max = enemyCount;
|
|
enemyPlayer = i;
|
|
}
|
|
if (attack.targetPlayer === undefined)
|
|
this.currentEnemyPlayer = enemyPlayer;
|
|
return enemyPlayer;
|
|
};
|
|
|
|
/**
|
|
* Target the player with the most advanced wonder.
|
|
* TODO currently the first built wonder is kept, should chek on the minimum wonderDuration left instead.
|
|
*/
|
|
PETRA.AttackManager.prototype.getWonderEnemyPlayer = function(gameState, attack)
|
|
{
|
|
let enemyPlayer;
|
|
let enemyWonder;
|
|
let moreAdvanced;
|
|
for (let wonder of gameState.getEnemyStructures().filter(API3.Filters.byClass("Wonder")).values())
|
|
{
|
|
if (wonder.owner() == 0)
|
|
continue;
|
|
let progress = wonder.foundationProgress();
|
|
if (progress === undefined)
|
|
{
|
|
enemyWonder = wonder;
|
|
break;
|
|
}
|
|
if (enemyWonder && moreAdvanced > progress)
|
|
continue;
|
|
enemyWonder = wonder;
|
|
moreAdvanced = progress;
|
|
}
|
|
if (enemyWonder)
|
|
{
|
|
enemyPlayer = enemyWonder.owner();
|
|
if (attack.targetPlayer === undefined)
|
|
this.currentEnemyPlayer = enemyPlayer;
|
|
}
|
|
return enemyPlayer;
|
|
};
|
|
|
|
/**
|
|
* Target the player with the most relics (including gaia).
|
|
*/
|
|
PETRA.AttackManager.prototype.getRelicEnemyPlayer = function(gameState, attack)
|
|
{
|
|
let enemyPlayer;
|
|
let allRelics = gameState.updatingGlobalCollection("allRelics", API3.Filters.byClass("Relic"));
|
|
let maxRelicsOwned = 0;
|
|
for (let i = 0; i < gameState.sharedScript.playersData.length; ++i)
|
|
{
|
|
if (!gameState.isPlayerEnemy(i) || this.defeated[i] ||
|
|
i == 0 && !gameState.ai.HQ.victoryManager.tryCaptureGaiaRelic)
|
|
continue;
|
|
|
|
let relicsCount = allRelics.filter(relic => relic.owner() == i).length;
|
|
if (relicsCount <= maxRelicsOwned)
|
|
continue;
|
|
maxRelicsOwned = relicsCount;
|
|
enemyPlayer = i;
|
|
}
|
|
if (enemyPlayer !== undefined)
|
|
{
|
|
if (attack.targetPlayer === undefined)
|
|
this.currentEnemyPlayer = enemyPlayer;
|
|
if (enemyPlayer == 0)
|
|
gameState.ai.HQ.victoryManager.resetCaptureGaiaRelic(gameState);
|
|
}
|
|
return enemyPlayer;
|
|
};
|
|
|
|
/** f.e. if we have changed diplomacy with another player. */
|
|
PETRA.AttackManager.prototype.cancelAttacksAgainstPlayer = function(gameState, player)
|
|
{
|
|
for (let attackType in this.upcomingAttacks)
|
|
for (let attack of this.upcomingAttacks[attackType])
|
|
if (attack.targetPlayer === player)
|
|
attack.targetPlayer = undefined;
|
|
|
|
for (let attackType in this.startedAttacks)
|
|
for (let i = 0; i < this.startedAttacks[attackType].length; ++i)
|
|
{
|
|
let attack = this.startedAttacks[attackType][i];
|
|
if (attack.targetPlayer === player)
|
|
{
|
|
attack.Abort(gameState);
|
|
this.startedAttacks[attackType].splice(i--, 1);
|
|
}
|
|
}
|
|
};
|
|
|
|
PETRA.AttackManager.prototype.raidTargetEntity = function(gameState, ent)
|
|
{
|
|
let data = { "target": ent };
|
|
let attackPlan = new PETRA.AttackPlan(gameState, this.Config, this.totalNumber, "Raid", data);
|
|
if (attackPlan.failed)
|
|
return null;
|
|
if (this.Config.debug > 1)
|
|
API3.warn("Military Manager: Raiding plan " + this.totalNumber);
|
|
this.raidNumber++;
|
|
this.totalNumber++;
|
|
attackPlan.init(gameState);
|
|
this.upcomingAttacks.Raid.push(attackPlan);
|
|
return attackPlan;
|
|
};
|
|
|
|
/**
|
|
* Return the number of units from any of our attacking armies around this position
|
|
*/
|
|
PETRA.AttackManager.prototype.numAttackingUnitsAround = function(pos, dist)
|
|
{
|
|
let num = 0;
|
|
for (let attackType in this.startedAttacks)
|
|
for (let attack of this.startedAttacks[attackType])
|
|
{
|
|
if (!attack.position) // this attack may be inside a transport
|
|
continue;
|
|
if (API3.SquareVectorDistance(pos, attack.position) < dist*dist)
|
|
num += attack.unitCollection.length;
|
|
}
|
|
return num;
|
|
};
|
|
|
|
/**
|
|
* Switch defense armies into an attack one against the given target
|
|
* data.range: transform all defense armies inside range of the target into a new attack
|
|
* data.armyID: transform only the defense army ID into a new attack
|
|
* data.uniqueTarget: the attack will stop when the target is destroyed or captured
|
|
*/
|
|
PETRA.AttackManager.prototype.switchDefenseToAttack = function(gameState, target, data)
|
|
{
|
|
if (!target || !target.position())
|
|
return false;
|
|
if (!data.range && !data.armyID)
|
|
{
|
|
API3.warn(" attackManager.switchDefenseToAttack inconsistent data " + uneval(data));
|
|
return false;
|
|
}
|
|
let attackData = data.uniqueTarget ? { "uniqueTargetId": target.id() } : undefined;
|
|
let pos = target.position();
|
|
let attackType = "Attack";
|
|
let attackPlan = new PETRA.AttackPlan(gameState, this.Config, this.totalNumber, attackType, attackData);
|
|
if (attackPlan.failed)
|
|
return false;
|
|
this.totalNumber++;
|
|
attackPlan.init(gameState);
|
|
this.startedAttacks[attackType].push(attackPlan);
|
|
|
|
let targetAccess = PETRA.getLandAccess(gameState, target);
|
|
for (let army of gameState.ai.HQ.defenseManager.armies)
|
|
{
|
|
if (data.range)
|
|
{
|
|
army.recalculatePosition(gameState);
|
|
if (API3.SquareVectorDistance(pos, army.foePosition) > data.range * data.range)
|
|
continue;
|
|
}
|
|
else if (army.ID != +data.armyID)
|
|
continue;
|
|
|
|
while (army.foeEntities.length > 0)
|
|
army.removeFoe(gameState, army.foeEntities[0]);
|
|
while (army.ownEntities.length > 0)
|
|
{
|
|
let unitId = army.ownEntities[0];
|
|
army.removeOwn(gameState, unitId);
|
|
let unit = gameState.getEntityById(unitId);
|
|
let accessOk = unit.getMetadata(PlayerID, "transport") !== undefined ||
|
|
unit.position() && PETRA.getLandAccess(gameState, unit) == targetAccess;
|
|
if (unit && accessOk && attackPlan.isAvailableUnit(gameState, unit))
|
|
{
|
|
unit.setMetadata(PlayerID, "plan", attackPlan.name);
|
|
unit.setMetadata(PlayerID, "role", "attack");
|
|
attackPlan.unitCollection.updateEnt(unit);
|
|
}
|
|
}
|
|
}
|
|
if (!attackPlan.unitCollection.hasEntities())
|
|
{
|
|
attackPlan.Abort(gameState);
|
|
return false;
|
|
}
|
|
for (let unit of attackPlan.unitCollection.values())
|
|
unit.setMetadata(PlayerID, "role", "attack");
|
|
attackPlan.targetPlayer = target.owner();
|
|
attackPlan.targetPos = pos;
|
|
attackPlan.target = target;
|
|
attackPlan.state = "arrived";
|
|
return true;
|
|
};
|
|
|
|
PETRA.AttackManager.prototype.Serialize = function()
|
|
{
|
|
let properties = {
|
|
"totalNumber": this.totalNumber,
|
|
"attackNumber": this.attackNumber,
|
|
"rushNumber": this.rushNumber,
|
|
"raidNumber": this.raidNumber,
|
|
"debugTime": this.debugTime,
|
|
"maxRushes": this.maxRushes,
|
|
"rushSize": this.rushSize,
|
|
"currentEnemyPlayer": this.currentEnemyPlayer,
|
|
"defeated": this.defeated
|
|
};
|
|
|
|
let upcomingAttacks = {};
|
|
for (let key in this.upcomingAttacks)
|
|
{
|
|
upcomingAttacks[key] = [];
|
|
for (let attack of this.upcomingAttacks[key])
|
|
upcomingAttacks[key].push(attack.Serialize());
|
|
}
|
|
|
|
let startedAttacks = {};
|
|
for (let key in this.startedAttacks)
|
|
{
|
|
startedAttacks[key] = [];
|
|
for (let attack of this.startedAttacks[key])
|
|
startedAttacks[key].push(attack.Serialize());
|
|
}
|
|
|
|
return { "properties": properties, "upcomingAttacks": upcomingAttacks, "startedAttacks": startedAttacks };
|
|
};
|
|
|
|
PETRA.AttackManager.prototype.Deserialize = function(gameState, data)
|
|
{
|
|
for (let key in data.properties)
|
|
this[key] = data.properties[key];
|
|
|
|
this.upcomingAttacks = {};
|
|
for (let key in data.upcomingAttacks)
|
|
{
|
|
this.upcomingAttacks[key] = [];
|
|
for (let dataAttack of data.upcomingAttacks[key])
|
|
{
|
|
let attack = new PETRA.AttackPlan(gameState, this.Config, dataAttack.properties.name);
|
|
attack.Deserialize(gameState, dataAttack);
|
|
attack.init(gameState);
|
|
this.upcomingAttacks[key].push(attack);
|
|
}
|
|
}
|
|
|
|
this.startedAttacks = {};
|
|
for (let key in data.startedAttacks)
|
|
{
|
|
this.startedAttacks[key] = [];
|
|
for (let dataAttack of data.startedAttacks[key])
|
|
{
|
|
let attack = new PETRA.AttackPlan(gameState, this.Config, dataAttack.properties.name);
|
|
attack.Deserialize(gameState, dataAttack);
|
|
attack.init(gameState);
|
|
this.startedAttacks[key].push(attack);
|
|
}
|
|
}
|
|
};
|