0ad/binaries/data/mods/public/simulation/ai/petra/researchManager.js
2026-07-23 15:15:59 +02:00

248 lines
8.2 KiB
JavaScript

import { ResearchPlan } from "simulation/ai/petra/queueplanResearch.js";
import { Worker } from "simulation/ai/petra/worker.js";
/**
* Manage the research
*/
export class ResearchManager
{
constructor(Config)
{
this.Config = Config;
}
/**
* Check if we can go to the next phase
*/
checkPhase(gameState, queues)
{
if (queues.majorTech.hasQueuedUnits())
return;
// Don't try to phase up if already trying to gather resources for a civil-centre or wonder
if (queues.civilCentre.hasQueuedUnits() || queues.wonder.hasQueuedUnits())
return;
const currentPhaseIndex = gameState.currentPhase();
const nextPhaseName = gameState.getPhaseName(currentPhaseIndex+1);
if (!nextPhaseName)
return;
const petraRequirements =
currentPhaseIndex == 1 && gameState.ai.HQ.getAccountedPopulation(gameState) >= this.Config.Economy.popPhase2 ||
currentPhaseIndex == 2 && gameState.ai.HQ.getAccountedWorkers(gameState) > this.Config.Economy.workPhase3 ||
currentPhaseIndex >= 3 && gameState.ai.HQ.getAccountedWorkers(gameState) > this.Config.Economy.workPhase4;
if (petraRequirements && gameState.hasResearchers(nextPhaseName, true))
{
gameState.ai.HQ.phasing = currentPhaseIndex + 1;
// Reset the queue priority in case it was changed during a previous phase update
gameState.ai.queueManager.changePriority("majorTech", gameState.ai.Config.priorities.majorTech);
queues.majorTech.addPlan(new ResearchPlan(gameState, nextPhaseName, true));
}
}
researchPopulationBonus(gameState, queues)
{
if (queues.minorTech.hasQueuedUnits())
return;
const techs = gameState.findAvailableTech();
for (const tech of techs)
{
if (!tech[1]._template.modifications)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "Population/Bonus")
continue;
queues.minorTech.addPlan(new ResearchPlan(gameState, tech[0]));
break;
}
}
researchTradeBonus(gameState, queues)
{
if (queues.minorTech.hasQueuedUnits())
return;
const techs = gameState.findAvailableTech();
for (const tech of techs)
{
if (!tech[1]._template.modifications || !tech[1]._template.affects)
continue;
if (tech[1]._template.affects.indexOf("Trader") === -1)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "UnitMotion/WalkSpeed" &&
tech[1]._template.modifications[0].value !== "Trader/GainMultiplier")
continue;
queues.minorTech.addPlan(new ResearchPlan(gameState, tech[0]));
break;
}
}
/** Techs to be searched for as soon as they are available */
researchWantedTechs(gameState, techs)
{
const phase1 = gameState.currentPhase() === 1;
const available = phase1 ? gameState.ai.queueManager.getAvailableResources(gameState) : null;
const numWorkers = phase1 ? gameState.getOwnEntitiesByRole(Worker.ROLE_WORKER, true).length : 0;
for (const tech of techs)
{
if (tech[0].indexOf("unlock_champion") == 0)
return { "name": tech[0], "increasePriority": true };
if (tech[0] == "traditional_army_sele" || tech[0] == "reformed_army_sele")
return { "name": pickRandom(["traditional_army_sele", "reformed_army_sele"]), "increasePriority": true };
if (!tech[1]._template.modifications)
continue;
const template = tech[1]._template;
if (phase1)
{
const cost = template.cost;
let costMax = 0;
for (const res in cost)
costMax = Math.max(costMax, Math.max(cost[res]-available[res], 0));
if (10*numWorkers < costMax)
continue;
}
for (const i in template.modifications)
{
if (gameState.ai.HQ.navalMap && template.modifications[i].value === "ResourceGatherer/Rates/food.fish")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value === "ResourceGatherer/Rates/food.fruit")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value === "ResourceGatherer/Rates/food.grain")
return { "name": tech[0], "increasePriority": false };
else if (template.modifications[i].value === "ResourceGatherer/Rates/wood.tree")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value.startsWith("ResourceGatherer/Capacities"))
return { "name": tech[0], "increasePriority": false };
else if (template.modifications[i].value === "Attack/Ranged/MaxRange")
return { "name": tech[0], "increasePriority": false };
}
}
return null;
}
/** Techs to be searched for as soon as they are available, but only after phase 2 */
researchPreferredTechs(gameState, techs)
{
const phase2 = gameState.currentPhase() === 2;
const available = phase2 ? gameState.ai.queueManager.getAvailableResources(gameState) : null;
const numWorkers = phase2 ? gameState.getOwnEntitiesByRole(Worker.ROLE_WORKER, true).length : 0;
for (const tech of techs)
{
if (!tech[1]._template.modifications)
continue;
const template = tech[1]._template;
if (phase2)
{
const cost = template.cost;
let costMax = 0;
for (const res in cost)
costMax = Math.max(costMax, Math.max(cost[res]-available[res], 0));
if (10*numWorkers < costMax)
continue;
}
for (const i in template.modifications)
{
if (template.modifications[i].value === "ResourceGatherer/Rates/stone.rock")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value === "ResourceGatherer/Rates/metal.ore")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value === "BuildingAI/DefaultArrowCount")
return { "name": tech[0], "increasePriority": this.CostSum(template.cost) < 400 };
else if (template.modifications[i].value === "Health/RegenRate")
return { "name": tech[0], "increasePriority": false };
else if (template.modifications[i].value === "Health/IdleRegenRate")
return { "name": tech[0], "increasePriority": false };
}
}
return null;
}
update(gameState, queues)
{
if (queues.minorTech.hasQueuedUnits() || queues.majorTech.hasQueuedUnits())
return;
const techs = gameState.findAvailableTech();
let techName = this.researchWantedTechs(gameState, techs);
if (techName)
{
if (techName.increasePriority)
{
gameState.ai.queueManager.changePriority("minorTech", 2*this.Config.priorities.minorTech);
const plan = new ResearchPlan(gameState, techName.name);
plan.queueToReset = "minorTech";
queues.minorTech.addPlan(plan);
}
else
queues.minorTech.addPlan(new ResearchPlan(gameState, techName.name));
return;
}
if (gameState.currentPhase() < 2)
return;
techName = this.researchPreferredTechs(gameState, techs);
if (techName)
{
if (techName.increasePriority)
{
gameState.ai.queueManager.changePriority("minorTech", 2*this.Config.priorities.minorTech);
const plan = new ResearchPlan(gameState, techName.name);
plan.queueToReset = "minorTech";
queues.minorTech.addPlan(plan);
}
else
queues.minorTech.addPlan(new ResearchPlan(gameState, techName.name));
return;
}
if (gameState.currentPhase() < 3)
return;
// remove some techs not yet used by this AI
// remove also sharedLos if we have no ally
for (let i = 0; i < techs.length; ++i)
{
const template = techs[i][1]._template;
if (template.affects && template.affects.length === 1 &&
(template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "Wall"))
{
techs.splice(i--, 1);
continue;
}
if (template.modifications && template.modifications.length === 1 &&
this.Config.unusedNoAllyTechs.includes(template.modifications[0].value) &&
!gameState.hasAllies())
{
techs.splice(i--, 1);
continue;
}
}
if (!techs.length)
return;
// randomly pick one. No worries about pairs in that case.
queues.minorTech.addPlan(new ResearchPlan(gameState, pickRandom(techs)[0]));
}
CostSum(cost)
{
let costSum = 0;
for (const res in cost)
costSum += cost[res];
return costSum;
}
Serialize()
{
return {};
}
Deserialize(data)
{
}
}