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466 lines
16 KiB
JavaScript
466 lines
16 KiB
JavaScript
import { Entity } from "simulation/ai/common-api/entity.js";
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import { EntityCollection } from "simulation/ai/common-api/entitycollection.js";
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import { GameState } from "simulation/ai/common-api/gamestate.js";
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import { InfoMap } from "simulation/ai/common-api/map-module.js";
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import { Accessibility, TerrainAnalysis } from "simulation/ai/common-api/terrain-analysis.js";
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/** Shared script handling templates and basic terrain analysis */
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export function SharedScript(settings)
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{
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if (!settings)
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return;
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this._players = Object.keys(settings.players).map(key => settings.players[key]); // TODO SM55 Object.values(settings.players)
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this._templates = settings.templates;
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this._entityMetadata = {};
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for (const player of this._players)
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this._entityMetadata[player] = {};
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// array of entity collections
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this._entityCollections = new Map();
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this._entitiesModifications = new Map(); // entities modifications
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this._templatesModifications = {}; // template modifications
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// each name is a reference to the actual one.
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this._entityCollectionsName = new Map();
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this._entityCollectionsByDynProp = {};
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this._entityCollectionsUID = 0;
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}
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/** Return a simple object (using no classes etc) that will be serialized into saved games */
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SharedScript.prototype.Serialize = function()
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{
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return {
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"players": this._players,
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"templatesModifications": this._templatesModifications,
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"entitiesModifications": this._entitiesModifications,
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"metadata": this._entityMetadata
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};
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};
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/**
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* Called after the constructor when loading a saved game, with 'data' being
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* whatever Serialize() returned
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*/
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SharedScript.prototype.Deserialize = function(data)
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{
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this._players = data.players;
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this._templatesModifications = data.templatesModifications;
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this._entitiesModifications = data.entitiesModifications;
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this._entityMetadata = data.metadata;
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this.isDeserialized = true;
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};
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SharedScript.prototype.GetTemplate = function(name)
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{
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if (this._templates[name] === undefined)
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this._templates[name] = Engine.GetTemplate(name) || null;
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return this._templates[name];
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};
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/**
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* Initialize the shared component.
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* We need to know the initial state of the game for this, as we will use it.
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* This is called right at the end of the map generation.
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*/
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SharedScript.prototype.init = function(state, deserialization)
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{
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if (!deserialization)
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this._entitiesModifications = new Map();
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this.ApplyTemplatesDelta(state);
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this.passabilityClasses = state.passabilityClasses;
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this.playersData = state.players;
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this.timeElapsed = state.timeElapsed;
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this.circularMap = state.circularMap;
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this.mapSize = state.mapSize;
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this.victoryConditions = new Set(state.victoryConditions);
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this.alliedVictory = state.alliedVictory;
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this.ceasefireActive = state.ceasefireActive;
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this.ceasefireTimeRemaining = state.ceasefireTimeRemaining / 1000;
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this.passabilityMap = state.passabilityMap;
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if (this.mapSize % this.passabilityMap.width !== 0)
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error("AI shared component inconsistent sizes: map=" + this.mapSize + " while passability=" + this.passabilityMap.width);
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this.passabilityMap.cellSize = this.mapSize / this.passabilityMap.width;
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this.territoryMap = state.territoryMap;
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if (this.mapSize % this.territoryMap.width !== 0)
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error("AI shared component inconsistent sizes: map=" + this.mapSize + " while territory=" + this.territoryMap.width);
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this.territoryMap.cellSize = this.mapSize / this.territoryMap.width;
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/*
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let landPassMap = new Uint8Array(this.passabilityMap.data.length);
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let waterPassMap = new Uint8Array(this.passabilityMap.data.length);
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let obstructionMaskLand = this.passabilityClasses["default-terrain-only"];
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let obstructionMaskWater = this.passabilityClasses["ship-terrain-only"];
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for (let i = 0; i < this.passabilityMap.data.length; ++i)
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{
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landPassMap[i] = (this.passabilityMap.data[i] & obstructionMaskLand) ? 0 : 255;
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waterPassMap[i] = (this.passabilityMap.data[i] & obstructionMaskWater) ? 0 : 255;
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}
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Engine.DumpImage("LandPassMap.png", landPassMap, this.passabilityMap.width, this.passabilityMap.height, 255);
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Engine.DumpImage("WaterPassMap.png", waterPassMap, this.passabilityMap.width, this.passabilityMap.height, 255);
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*/
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this._entities = new Map();
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if (state.entities)
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for (const id in state.entities)
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this._entities.set(+id, new Entity(this, state.entities[id]));
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// entity collection updated on create/destroy event.
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this.entities = new EntityCollection(this, this._entities);
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// create the terrain analyzer
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this.terrainAnalyzer = new TerrainAnalysis();
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this.terrainAnalyzer.init(this, state);
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this.accessibility = new Accessibility();
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this.accessibility.init(state, this.terrainAnalyzer);
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// Resource types: ignore = not used for resource maps
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// abundant = abundant resource with small amount each
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// sparse = sparse resource, but huge amount each
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// The following maps are defined in TerrainAnalysis.js and are used for some building placement (cc, dropsites)
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// They are updated by checking for create and destroy events for all resources
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this.normalizationFactor = { "abundant": 50, "sparse": 90 };
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this.influenceRadius = { "abundant": 36, "sparse": 48 };
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this.ccInfluenceRadius = { "abundant": 60, "sparse": 120 };
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this.resources = []; // Contains entityIds of all resources in the maps.
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this.resourceMaps = {}; // Contains maps showing the density of resources
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this.ccResourceMaps = {}; // Contains maps showing the density of resources, optimized for CC placement.
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this.createResourceMaps();
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this.gameState = {};
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for (const player of this._players)
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{
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this.gameState[player] = new GameState();
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this.gameState[player].init(this, state, player);
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}
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};
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/**
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* General update of the shared script, before each AI's update
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* applies entity deltas, and each gamestate.
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*/
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SharedScript.prototype.onUpdate = function(state)
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{
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if (this.isDeserialized)
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{
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this.init(state, true);
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this.isDeserialized = false;
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}
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// deals with updating based on create and destroy messages.
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this.ApplyEntitiesDelta(state);
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this.ApplyTemplatesDelta(state);
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Engine.ProfileStart("onUpdate");
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// those are dynamic and need to be reset as the "state" object moves in memory.
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this.events = state.events;
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this.passabilityClasses = state.passabilityClasses;
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this.playersData = state.players;
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this.timeElapsed = state.timeElapsed;
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this.barterPrices = state.barterPrices;
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this.ceasefireActive = state.ceasefireActive;
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this.ceasefireTimeRemaining = state.ceasefireTimeRemaining / 1000;
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this.passabilityMap = state.passabilityMap;
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this.passabilityMap.cellSize = this.mapSize / this.passabilityMap.width;
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this.territoryMap = state.territoryMap;
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this.territoryMap.cellSize = this.mapSize / this.territoryMap.width;
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for (const i in this.gameState)
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this.gameState[i].update(this);
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// TODO: merge this with "ApplyEntitiesDelta" since after all they do the same.
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this.updateResourceMaps(this.events);
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Engine.ProfileStop();
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};
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SharedScript.prototype.ApplyEntitiesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyEntitiesDelta");
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const foundationFinished = {};
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// by order of updating:
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// we "Destroy" last because we want to be able to switch Metadata first.
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for (const evt of state.events.Create)
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{
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if (!state.entities[evt.entity])
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continue; // Sometimes there are things like foundations which get destroyed too fast
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const entity = new Entity(this, state.entities[evt.entity]);
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this._entities.set(evt.entity, entity);
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this.entities.addEnt(entity);
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// Update all the entity collections since the create operation affects static properties as well as dynamic
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for (const entCol of this._entityCollections.values())
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entCol.updateEnt(entity);
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}
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for (const evt of state.events.EntityRenamed)
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{ // Switch the metadata: TODO entityCollections are updated only because of the owner change. Should be done properly
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for (const player of this._players)
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{
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this._entityMetadata[player][evt.newentity] = this._entityMetadata[player][evt.entity];
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this._entityMetadata[player][evt.entity] = {};
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}
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}
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for (const evt of state.events.TrainingFinished)
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{ // Apply metadata stored in training queues
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for (const entId of evt.entities)
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if (this._entities.has(entId))
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for (const key in evt.metadata)
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this.setMetadata(evt.owner, this._entities.get(entId), key, evt.metadata[key]);
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}
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for (const evt of state.events.ConstructionFinished)
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{
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// metada are already moved by EntityRenamed when needed (i.e. construction, not repair)
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if (evt.entity != evt.newentity)
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foundationFinished[evt.entity] = true;
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}
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for (const evt of state.events.AIMetadata)
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{
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if (!this._entities.has(evt.id))
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continue; // might happen in some rare cases of foundations getting destroyed, perhaps.
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// Apply metadata (here for buildings for example)
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for (const key in evt.metadata)
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this.setMetadata(evt.owner, this._entities.get(evt.id), key, evt.metadata[key]);
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}
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for (const evt of state.events.Destroy)
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{
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if (foundationFinished[evt.entity])
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evt.SuccessfulFoundation = true;
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// The entity was destroyed but its data may still be useful, so
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// remember the AI's metadata concerning it
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evt.metadata = {};
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for (const player of this._players)
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evt.metadata[player] = this._entityMetadata[player][evt.entity];
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const entity = this._entities.get(evt.entity);
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if (entity)
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{
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for (const entCol of this._entityCollections.values())
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entCol.removeEnt(entity);
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this.entities.removeEnt(entity);
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}
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this._entities.delete(evt.entity);
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this._entitiesModifications.delete(evt.entity);
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for (const player of this._players)
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delete this._entityMetadata[player][evt.entity];
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}
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for (const id in state.entities)
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{
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const changes = state.entities[id];
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const entity = this._entities.get(+id);
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for (const prop in changes)
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{
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entity._entity[prop] = changes[prop];
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this.updateEntityCollections(prop, entity);
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}
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}
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// apply per-entity aura-related changes.
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// this supersedes tech-related changes.
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for (const id in state.changedEntityTemplateInfo)
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{
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if (!this._entities.has(+id))
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continue; // dead, presumably.
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const changes = state.changedEntityTemplateInfo[id];
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if (!this._entitiesModifications.has(+id))
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this._entitiesModifications.set(+id, new Map());
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const modif = this._entitiesModifications.get(+id);
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for (const change of changes)
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modif.set(change.variable, change.value);
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}
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Engine.ProfileStop();
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};
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SharedScript.prototype.ApplyTemplatesDelta = function(state)
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{
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Engine.ProfileStart("Shared ApplyTemplatesDelta");
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for (const player in state.changedTemplateInfo)
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{
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const playerDiff = state.changedTemplateInfo[player];
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for (const template in playerDiff)
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{
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const changes = playerDiff[template];
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if (!this._templatesModifications[template])
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this._templatesModifications[template] = {};
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if (!this._templatesModifications[template][player])
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this._templatesModifications[template][player] = new Map();
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const modif = this._templatesModifications[template][player];
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for (const change of changes)
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modif.set(change.variable, change.value);
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}
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}
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this._templatesModifications =
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Object.fromEntries(Object.entries(this._templatesModifications).sort());
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Engine.ProfileStop();
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};
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SharedScript.prototype.registerUpdatingEntityCollection = function(entCollection)
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{
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entCollection.setUID(this._entityCollectionsUID);
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this._entityCollections.set(this._entityCollectionsUID, entCollection);
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for (const prop of entCollection.dynamicProperties())
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{
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if (!this._entityCollectionsByDynProp[prop])
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this._entityCollectionsByDynProp[prop] = new Map();
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this._entityCollectionsByDynProp[prop].set(this._entityCollectionsUID, entCollection);
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}
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this._entityCollectionsUID++;
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};
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SharedScript.prototype.removeUpdatingEntityCollection = function(entCollection)
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{
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const uid = entCollection.getUID();
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if (this._entityCollections.has(uid))
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this._entityCollections.delete(uid);
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for (const prop of entCollection.dynamicProperties())
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if (this._entityCollectionsByDynProp[prop].has(uid))
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this._entityCollectionsByDynProp[prop].delete(uid);
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};
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SharedScript.prototype.updateEntityCollections = function(property, ent)
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{
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if (this._entityCollectionsByDynProp[property] === undefined)
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return;
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for (const entCol of this._entityCollectionsByDynProp[property].values())
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entCol.updateEnt(ent);
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};
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SharedScript.prototype.setMetadata = function(player, ent, key, value)
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{
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let metadata = this._entityMetadata[player][ent.id()];
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if (!metadata)
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{
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this._entityMetadata[player][ent.id()] = {};
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metadata = this._entityMetadata[player][ent.id()];
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}
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metadata[key] = value;
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this.updateEntityCollections('metadata', ent);
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this.updateEntityCollections('metadata.' + key, ent);
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};
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SharedScript.prototype.getMetadata = function(player, ent, key)
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{
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return this._entityMetadata[player][ent.id()]?.[key];
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};
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SharedScript.prototype.deleteMetadata = function(player, ent, key)
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{
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const metadata = this._entityMetadata[player][ent.id()];
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if (!metadata || !(key in metadata))
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return true;
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metadata[key] = undefined;
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delete metadata[key];
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this.updateEntityCollections('metadata', ent);
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this.updateEntityCollections('metadata.' + key, ent);
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return true;
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};
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export function copyPrototype(descendant, parent)
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{
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const sConstructor = parent.toString();
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const aMatch = sConstructor.match(/\s*function (.*)\(/);
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if (aMatch != null)
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descendant.prototype[aMatch[1]] = parent;
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for (const p in parent.prototype)
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descendant.prototype[p] = parent.prototype[p];
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}
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/** creates a map of resource density */
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SharedScript.prototype.createResourceMaps = function()
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{
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for (const resource of Resources.GetCodes())
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{
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if (this.resourceMaps[resource] ||
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!(Resources.GetResource(resource).aiAnalysisInfluenceGroup in this.normalizationFactor))
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continue;
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// We're creating them 8-bit. Things could go above 255 if there are really tons of resources
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// But at that point the precision is not really important anyway. And it saves memory.
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this.resourceMaps[resource] = new InfoMap(this, "resource");
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this.ccResourceMaps[resource] = new InfoMap(this, "resource");
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}
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for (const ent of this._entities.values())
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this.addEntityToResourceMap(ent);
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};
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/**
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* @param {Object} events - The events from a turn.
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*/
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SharedScript.prototype.updateResourceMaps = function(events)
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{
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if (events.Destroy.some(e => this.resources.includes(e.entity)))
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{
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this.resources = [];
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this.resourceMaps = {};
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this.createResourceMaps();
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}
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for (const e of events.Create)
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if (e.entity && this._entities.has(e.entity))
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this.addEntityToResourceMap(this._entities.get(e.entity));
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};
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/**
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* @param {entity} entity - The entity to add to the resource map.
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*/
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SharedScript.prototype.addEntityToResourceMap = function(entity)
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{
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this.changeEntityInResourceMapHelper(entity, 1);
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this.resources.push(entity.id());
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};
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/**
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* @param {entity} entity - The entity to remove from the resource map.
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*/
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SharedScript.prototype.removeEntityFromResourceMap = function(entity)
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{
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this.changeEntityInResourceMapHelper(entity, -1);
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};
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/**
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* @param {entity} ent - The entity to add to the resource map.
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*/
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SharedScript.prototype.changeEntityInResourceMapHelper = function(ent, multiplication = 1)
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{
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if (!ent)
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return;
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const entPos = ent.position();
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if (!entPos)
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return;
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const resource = ent.resourceSupplyType()?.generic;
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if (!resource || !this.resourceMaps[resource])
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return;
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const cellSize = this.resourceMaps[resource].cellSize;
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const x = Math.floor(entPos[0] / cellSize);
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const y = Math.floor(entPos[1] / cellSize);
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const grp = Resources.GetResource(resource).aiAnalysisInfluenceGroup;
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const strength = multiplication * ent.resourceSupplyMax() / this.normalizationFactor[grp];
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this.resourceMaps[resource].addInfluence(x, y, this.influenceRadius[grp] / cellSize, strength / 2, "constant");
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this.resourceMaps[resource].addInfluence(x, y, this.influenceRadius[grp] / cellSize, strength / 2);
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this.ccResourceMaps[resource].addInfluence(x, y, this.ccInfluenceRadius[grp] / cellSize, strength, "constant");
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};
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