0ad/binaries/data/mods/public/simulation/ai/petra/mapModule.js
2016-11-16 19:35:12 +00:00

255 lines
7 KiB
JavaScript

var PETRA = function(m)
{
/** map functions */
m.TERRITORY_PLAYER_MASK = 0x1F;
m.TERRITORY_BLINKING_MASK = 0x40;
m.createObstructionMap = function(gameState, accessIndex, template)
{
let passabilityMap = gameState.getMap();
let territoryMap = gameState.ai.territoryMap;
let ratio = territoryMap.cellSize / passabilityMap.cellSize;
// default values
let placementType = "land";
let buildOwn = true;
let buildAlly = true;
let buildNeutral = true;
let buildEnemy = false;
// If there is a template then replace the defaults
if (template)
{
placementType = template.buildPlacementType();
buildOwn = template.hasBuildTerritory("own");
buildAlly = template.hasBuildTerritory("ally");
buildNeutral = template.hasBuildTerritory("neutral");
buildEnemy = template.hasBuildTerritory("enemy");
}
let obstructionTiles = new Uint8Array(passabilityMap.data.length);
let passMap;
let obstructionMask;
if (placementType == "shore")
{
passMap = gameState.ai.accessibility.navalPassMap;
obstructionMask = gameState.getPassabilityClassMask("building-shore");
}
else
{
passMap = gameState.ai.accessibility.landPassMap;
obstructionMask = gameState.getPassabilityClassMask("building-land");
}
for (let k = 0; k < territoryMap.data.length; ++k)
{
let tilePlayer = (territoryMap.data[k] & m.TERRITORY_PLAYER_MASK);
let isConnected = (territoryMap.data[k] & m.TERRITORY_BLINKING_MASK) == 0;
if (tilePlayer === PlayerID)
{
if (!buildOwn || !buildNeutral && !isConnected)
continue;
}
else if (gameState.isPlayerMutualAlly(tilePlayer))
{
if (!buildAlly || !buildNeutral && !isConnected)
continue;
}
else if (tilePlayer === 0)
{
if (!buildNeutral)
continue;
}
else
{
if (!buildEnemy)
continue;
}
let x = ratio * (k % territoryMap.width);
let y = ratio * (Math.floor(k / territoryMap.width));
for (let ix = 0; ix < ratio; ++ix)
{
for (let iy = 0; iy < ratio; ++iy)
{
let i = x + ix + (y + iy)*passabilityMap.width;
if (placementType != "shore" && accessIndex && accessIndex !== passMap[i])
continue;
if (!(passabilityMap.data[i] & obstructionMask))
obstructionTiles[i] = 255;
}
}
}
let map = new API3.Map(gameState.sharedScript, "passability", obstructionTiles);
map.setMaxVal(255);
if (template && template.buildDistance())
{
let minDist = +template.buildDistance().MinDistance;
let fromClass = template.buildDistance().FromClass;
if (minDist && fromClass)
{
let cellSize = passabilityMap.cellSize;
let cellDist = 1 + minDist / cellSize;
let structures = gameState.getOwnStructures().filter(API3.Filters.byClass(fromClass));
for (let ent of structures.values())
{
if (!ent.position())
continue;
let pos = ent.position();
let x = Math.round(pos[0] / cellSize);
let z = Math.round(pos[1] / cellSize);
map.addInfluence(x, z, cellDist, -255, "constant");
}
}
}
return map;
};
m.createTerritoryMap = function(gameState)
{
let map = gameState.ai.territoryMap;
let ret = new API3.Map(gameState.sharedScript, "territory", map.data);
ret.getOwner = function(p) { return this.point(p) & m.TERRITORY_PLAYER_MASK; };
ret.getOwnerIndex = function(p) { return this.map[p] & m.TERRITORY_PLAYER_MASK; };
return ret;
};
/** flag cells around the border of the map (2 if all points into that cell are inaccessible, 1 otherwise) */
m.createBorderMap = function(gameState)
{
let map = new API3.Map(gameState.sharedScript, "territory");
let width = map.width;
let border = Math.round(80 / map.cellSize);
let passabilityMap = gameState.sharedScript.passabilityMap;
let obstructionMask = gameState.getPassabilityClassMask("unrestricted");
if (gameState.circularMap)
{
let ic = (width - 1) / 2;
let radcut = (ic - border) * (ic - border);
for (let j = 0; j < map.length; ++j)
{
let dx = j%width - ic;
let dy = Math.floor(j/width) - ic;
let radius = dx*dx + dy*dy;
if (radius < radcut)
continue;
map.map[j] = 2;
let ind = API3.getMapIndices(j, map, passabilityMap);
for (let k of ind)
{
if (passabilityMap.data[k] & obstructionMask)
continue;
map.map[j] = 1;
break;
}
}
}
else
{
let borderCut = width - border;
for (let j = 0; j < map.length; ++j)
{
let ix = j%width;
let iy = Math.floor(j/width);
if (ix < border || ix >= borderCut || iy < border || iy >= borderCut)
{
map.map[j] = 2;
let ind = API3.getMapIndices(j, map, passabilityMap);
for (let k of ind)
{
if (passabilityMap.data[k] & obstructionMask)
continue;
map.map[j] = 1;
break;
}
}
}
}
// map.dumpIm("border.png", 5);
return map;
};
/** map of our frontier : 2 means narrow border, 1 means large border */
m.createFrontierMap = function(gameState)
{
let alliedVictory = gameState.getAlliedVictory();
let territoryMap = gameState.ai.HQ.territoryMap;
let borderMap = gameState.ai.HQ.borderMap;
const around = [ [-0.7,0.7], [0,1], [0.7,0.7], [1,0], [0.7,-0.7], [0,-1], [-0.7,-0.7], [-1,0] ];
let map = new API3.Map(gameState.sharedScript, "territory");
let width = map.width;
let insideSmall = Math.round(45 / map.cellSize);
let insideLarge = Math.round(80 / map.cellSize); // should be about the range of towers
for (let j = 0; j < territoryMap.length; ++j)
{
if (territoryMap.getOwnerIndex(j) !== PlayerID || borderMap.map[j] > 1)
continue;
let ix = j%width;
let iz = Math.floor(j/width);
for (let a of around)
{
let jx = ix + Math.round(insideSmall*a[0]);
if (jx < 0 || jx >= width)
continue;
let jz = iz + Math.round(insideSmall*a[1]);
if (jz < 0 || jz >= width)
continue;
if (borderMap.map[jx+width*jz] > 1)
continue;
let territoryOwner = territoryMap.getOwnerIndex(jx+width*jz);
let safe = (alliedVictory && gameState.isPlayerAlly(territoryOwner)) || territoryOwner === PlayerID;
if (!safe)
{
map.map[j] = 2;
break;
}
jx = ix + Math.round(insideLarge*a[0]);
if (jx < 0 || jx >= width)
continue;
jz = iz + Math.round(insideLarge*a[1]);
if (jz < 0 || jz >= width)
continue;
if (borderMap.map[jx+width*jz] > 1)
continue;
territoryOwner = territoryMap.getOwnerIndex(jx+width*jz);
safe = (alliedVictory && gameState.isPlayerAlly(territoryOwner)) || territoryOwner === PlayerID;
if (!safe)
map.map[j] = 1;
}
}
// m.debugMap(gameState, map);
return map;
};
m.debugMap = function(gameState, map)
{
let width = map.width;
let cell = map.cellSize;
gameState.getEntities().forEach( function (ent) {
let pos = ent.position();
if (!pos)
return;
let x = Math.round(pos[0] / cell);
let z = Math.round(pos[1] / cell);
let id = x + width*z;
if (map.map[id] == 1)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [2,0,0]});
else if (map.map[id] == 2)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [0,2,0]});
else if (map.map[id] == 3)
Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [0,0,2]});
});
};
return m;
}(PETRA);