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

753 lines
22 KiB
JavaScript

import * as filters from "simulation/ai/common-api/filters.js";
import { SquareVectorDistance, VectorDistance, aiWarn } from "simulation/ai/common-api/utils.js";
import { getLandAccess } from "simulation/ai/petra/entityExtend.js";
import { Worker } from "simulation/ai/petra/worker.js";
/**
* Describes a transport plan
* Constructor assign units (units is an ID array), a destination (position).
* The naval manager will try to deal with it accordingly.
*
* By this I mean that the naval manager will find how to go from access point 1 to access point 2
* and then carry units from there.
*
* Note: only assign it units currently over land, or it won't work.
* Also: destination should probably be land, otherwise the units will be lost at sea.
*
* metadata for units:
* transport = this.ID
* onBoard = ship.id() when affected to a ship but not yet garrisoned
* = "onBoard" when garrisoned in a ship
* = undefined otherwise
* endPos = position of destination
*
* metadata for ships
* transporter = this.ID
*/
export class TransportPlan
{
constructor(gameState, units, startIndex, endIndex, endPos, ship)
{
this.ID = gameState.ai.uniqueIDs.transports++;
this.debug = gameState.ai.Config.debug;
this.flotilla = false; // when false, only one ship per transport ... not yet tested when true
this.endPos = endPos;
this.endIndex = endIndex;
this.startIndex = startIndex;
// TODO only cases with land-sea-land are allowed for the moment
// we could also have land-sea-land-sea-land
if (startIndex == 1)
{
// special transport from already garrisoned ship
if (!ship)
{
this.failed = true;
return false;
}
this.sea = ship.getMetadata(PlayerID, "sea");
ship.setMetadata(PlayerID, "transporter", this.ID);
ship.setStance("none");
for (const ent of units)
ent.setMetadata(PlayerID, "onBoard", "onBoard");
}
else
{
this.sea = gameState.ai.HQ.getSeaBetweenIndices(gameState, startIndex, endIndex);
if (!this.sea)
{
this.failed = true;
if (this.debug > 1)
{
aiWarn("transport plan with bad path: startIndex " + startIndex + " endIndex " +
endIndex);
}
return false;
}
}
for (const ent of units)
{
ent.setMetadata(PlayerID, "transport", this.ID);
ent.setMetadata(PlayerID, "endPos", endPos);
}
if (this.debug > 1)
{
aiWarn("Starting a new transport plan with ID " + this.ID + " to index " + endIndex +
" with units length " + units.length);
}
this.state = TransportPlan.BOARDING;
this.boardingPos = {};
this.needTransportShips = ship === undefined;
this.nTry = {};
return true;
}
/**
* We're trying to board units onto our ships.
*/
static BOARDING = "boarding";
/**
* We're moving ships and eventually unload units.
*/
static SAILING = "sailing";
init(gameState)
{
this.units = gameState.getOwnUnits().filter(filters.byMetadata(PlayerID, "transport", this.ID));
this.ships = gameState.ai.HQ.navalManager.ships.filter(filters.byMetadata(PlayerID, "transporter",
this.ID));
this.transportShips = gameState.ai.HQ.navalManager.transportShips.filter(filters.byMetadata(PlayerID,
"transporter", this.ID));
this.units.registerUpdates();
this.ships.registerUpdates();
this.transportShips.registerUpdates();
this.boardingRange = 18*18; // TODO compute it from the ship clearance and garrison range
}
/** count available slots */
countFreeSlots()
{
let slots = 0;
for (const ship of this.transportShips.values())
slots += this.countFreeSlotsOnShip(ship);
return slots;
}
countFreeSlotsOnShip(ship)
{
if (ship.hitpoints() < ship.garrisonEjectHealth() * ship.maxHitpoints())
return 0;
const occupied = ship.garrisoned().length +
this.units.filter(filters.byMetadata(PlayerID, "onBoard", ship.id())).length;
return Math.max(ship.garrisonMax() - occupied, 0);
}
assignUnitToShip(gameState, ent)
{
if (this.needTransportShips)
return;
for (const ship of this.transportShips.values())
{
if (this.countFreeSlotsOnShip(ship) == 0)
continue;
ent.setMetadata(PlayerID, "onBoard", ship.id());
if (this.debug > 1)
{
if (ent.getMetadata(PlayerID, "role") === Worker.ROLE_ATTACK)
Engine.PostCommand(PlayerID, { "type": "set-shading-color", "entities": [ent.id()], "rgb": [2, 0, 0] });
else
Engine.PostCommand(PlayerID, { "type": "set-shading-color", "entities": [ent.id()], "rgb": [0, 2, 0] });
}
return;
}
if (this.flotilla)
{
this.needTransportShips = true;
return;
}
if (!this.needSplit)
this.needSplit = [ent];
else
this.needSplit.push(ent);
}
assignShip(gameState)
{
let pos;
// choose a unit of this plan not yet assigned to a ship
for (const ent of this.units.values())
{
if (!ent.position() || ent.getMetadata(PlayerID, "onBoard") !== undefined)
continue;
pos = ent.position();
break;
}
// and choose the nearest available ship from this unit
let distmin = Math.min();
let nearest;
gameState.ai.HQ.navalManager.seaTransportShips[this.sea].forEach(ship =>
{
if (ship.getMetadata(PlayerID, "transporter"))
return;
if (pos)
{
const dist = SquareVectorDistance(pos, ship.position());
if (dist > distmin)
return;
distmin = dist;
nearest = ship;
}
else if (!nearest)
nearest = ship;
});
if (!nearest)
return false;
nearest.setMetadata(PlayerID, "transporter", this.ID);
nearest.setStance("none");
this.ships.updateEnt(nearest);
this.transportShips.updateEnt(nearest);
this.needTransportShips = false;
return true;
}
/** add a unit to this plan */
addUnit(unit, endPos)
{
unit.setMetadata(PlayerID, "transport", this.ID);
unit.setMetadata(PlayerID, "endPos", endPos);
this.units.updateEnt(unit);
}
/** remove a unit from this plan, if not yet on board */
removeUnit(gameState, unit)
{
const shipId = unit.getMetadata(PlayerID, "onBoard");
if (shipId == "onBoard")
return; // too late, already onBoard
else if (shipId !== undefined)
unit.stopMoving(); // cancel the garrison order
unit.setMetadata(PlayerID, "transport", undefined);
unit.setMetadata(PlayerID, "endPos", undefined);
this.units.updateEnt(unit);
if (shipId)
{
unit.setMetadata(PlayerID, "onBoard", undefined);
const ship = gameState.getEntityById(shipId);
if (ship && !ship.garrisoned().length &&
!this.units.filter(filters.byMetadata(PlayerID, "onBoard", shipId)).length)
{
this.releaseShip(ship);
this.ships.updateEnt(ship);
this.transportShips.updateEnt(ship);
}
}
}
releaseShip(ship)
{
if (ship.getMetadata(PlayerID, "transporter") != this.ID)
{
aiWarn(" Petra: try removing a transporter ship with " +
ship.getMetadata(PlayerID, "transporter") + " from " + this.ID + " and stance " +
ship.getStance());
return;
}
const defaultStance = ship.get("UnitAI/DefaultStance");
if (defaultStance)
ship.setStance(defaultStance);
ship.setMetadata(PlayerID, "transporter", undefined);
if (ship.getMetadata(PlayerID, "role") === Worker.ROLE_SWITCH_TO_TRADER)
ship.setMetadata(PlayerID, "role", Worker.ROLE_TRADER);
}
releaseAll()
{
for (const ship of this.ships.values())
this.releaseShip(ship);
for (const ent of this.units.values())
{
ent.setMetadata(PlayerID, "endPos", undefined);
ent.setMetadata(PlayerID, "onBoard", undefined);
ent.setMetadata(PlayerID, "transport", undefined);
// TODO if the index of the endPos of the entity is !=,
// require again another transport (we could need land-sea-land-sea-land)
}
this.transportShips.unregister();
this.ships.unregister();
this.units.unregister();
}
/** TODO not currently used ... to be fixed */
cancelTransport(gameState)
{
const ent = this.units.toEntityArray()[0];
let base = gameState.ai.HQ.getBaseByID(ent.getMetadata(PlayerID, "base"));
if (!base.anchor || !base.anchor.position())
{
for (const newbase of gameState.ai.HQ.baseManagers())
{
if (!newbase.anchor || !newbase.anchor.position())
continue;
ent.setMetadata(PlayerID, "base", newbase.ID);
base = newbase;
break;
}
if (!base.anchor || !base.anchor.position())
return false;
this.units.forEach(unit => { unit.setMetadata(PlayerID, "base", base.ID); });
}
this.endIndex = this.startIndex;
this.endPos = base.anchor.position();
this.canceled = true;
return true;
}
/**
* Try to move on and then clear the plan.
*/
update(gameState)
{
if (this.state === TransportPlan.BOARDING)
this.onBoarding(gameState);
else if (this.state === TransportPlan.SAILING)
this.onSailing(gameState);
return this.units.length;
}
onBoarding(gameState)
{
let ready = true;
const time = gameState.ai.elapsedTime;
const shipTested = {};
for (const ent of this.units.values())
{
if (!ent.getMetadata(PlayerID, "onBoard"))
{
ready = false;
this.assignUnitToShip(gameState, ent);
if (ent.getMetadata(PlayerID, "onBoard"))
{
const shipId = ent.getMetadata(PlayerID, "onBoard");
const ship = gameState.getEntityById(shipId);
if (!this.boardingPos[shipId])
{
this.boardingPos[shipId] = this.getBoardingPos(gameState, ship, this.startIndex, this.sea, ent.position(), false);
ship.move(this.boardingPos[shipId][0], this.boardingPos[shipId][1]);
ship.setMetadata(PlayerID, "timeGarrison", time);
}
ent.garrison(ship);
ent.setMetadata(PlayerID, "timeGarrison", time);
ent.setMetadata(PlayerID, "posGarrison", ent.position());
}
}
else if (ent.getMetadata(PlayerID, "onBoard") != "onBoard" && !this.isOnBoard(ent))
{
ready = false;
const shipId = ent.getMetadata(PlayerID, "onBoard");
const ship = gameState.getEntityById(shipId);
if (!ship) // the ship must have been destroyed
{
ent.setMetadata(PlayerID, "onBoard", undefined);
continue;
}
const distShip = SquareVectorDistance(this.boardingPos[shipId], ship.position());
if (!shipTested[shipId] && distShip > this.boardingRange)
{
shipTested[shipId] = true;
let retry = false;
const unitAIState = ship.unitAIState();
if (unitAIState == "INDIVIDUAL.WALKING" ||
unitAIState == "INDIVIDUAL.PICKUP.APPROACHING")
{
if (time - ship.getMetadata(PlayerID, "timeGarrison") > 2)
{
const oldPos = ent.getMetadata(PlayerID, "posGarrison");
const newPos = ent.position();
if (oldPos[0] == newPos[0] && oldPos[1] == newPos[1])
retry = true;
ent.setMetadata(PlayerID, "posGarrison", newPos);
ent.setMetadata(PlayerID, "timeGarrison", time);
}
}
else if (unitAIState != "INDIVIDUAL.PICKUP.LOADING" &&
time - ship.getMetadata(PlayerID, "timeGarrison") > 5 ||
time - ship.getMetadata(PlayerID, "timeGarrison") > 8)
{
retry = true;
ent.setMetadata(PlayerID, "timeGarrison", time);
}
if (retry)
{
if (!this.nTry[shipId])
this.nTry[shipId] = 1;
else
++this.nTry[shipId];
if (this.nTry[shipId] > 1) // we must have been blocked by something ... try with another boarding point
{
this.nTry[shipId] = 0;
if (this.debug > 1)
aiWarn("ship " + shipId + " new attempt for a landing point ");
this.boardingPos[shipId] = this.getBoardingPos(gameState, ship, this.startIndex, this.sea, undefined, false);
}
ship.move(this.boardingPos[shipId][0], this.boardingPos[shipId][1]);
ship.setMetadata(PlayerID, "timeGarrison", time);
}
}
if (time - ent.getMetadata(PlayerID, "timeGarrison") > 2)
{
const oldPos = ent.getMetadata(PlayerID, "posGarrison");
const newPos = ent.position();
if (oldPos[0] == newPos[0] && oldPos[1] == newPos[1])
{
if (distShip < this.boardingRange) // looks like we are blocked ... try to go out of this trap
{
if (!this.nTry[ent.id()])
this.nTry[ent.id()] = 1;
else
++this.nTry[ent.id()];
if (this.nTry[ent.id()] > 5)
{
if (this.debug > 1)
{
aiWarn("unit blocked, but no ways out of the trap ... " +
"destroy it");
}
this.resetUnit(gameState, ent);
ent.destroy();
continue;
}
if (this.nTry[ent.id()] > 1)
ent.moveToRange(newPos[0], newPos[1], 30, 35);
ent.garrison(ship, true);
}
else if (SquareVectorDistance(this.boardingPos[shipId], newPos) > 225)
ent.moveToRange(this.boardingPos[shipId][0], this.boardingPos[shipId][1], 0, 15);
}
else
this.nTry[ent.id()] = 0;
ent.setMetadata(PlayerID, "timeGarrison", time);
ent.setMetadata(PlayerID, "posGarrison", ent.position());
}
}
}
if (this.needSplit)
{
gameState.ai.HQ.navalManager.splitTransport(gameState, this);
this.needSplit = undefined;
}
if (!ready)
return;
for (const ship of this.ships.values())
{
this.boardingPos[ship.id()] = undefined;
this.boardingPos[ship.id()] = this.getBoardingPos(gameState, ship, this.endIndex, this.sea, this.endPos, true);
ship.move(this.boardingPos[ship.id()][0], this.boardingPos[ship.id()][1]);
}
this.state = TransportPlan.SAILING;
this.nTry = {};
this.unloaded = [];
this.recovered = [];
}
/** tell if a unit is garrisoned in one of the ships of this plan, and update its metadata if yes */
isOnBoard(ent)
{
for (const ship of this.transportShips.values())
{
if (ship.garrisoned().indexOf(ent.id()) == -1)
continue;
ent.setMetadata(PlayerID, "onBoard", "onBoard");
return true;
}
return false;
}
/** when avoidEnnemy is true, we try to not board/unboard in ennemy territory */
getBoardingPos(gameState, ship, landIndex, seaIndex, destination,
avoidEnnemy)
{
if (!gameState.ai.HQ.navalManager.landingZones[landIndex])
{
aiWarn(" >>> no landing zone for land " + landIndex);
return destination;
}
else if (!gameState.ai.HQ.navalManager.landingZones[landIndex][seaIndex])
{
aiWarn(" >>> no landing zone for land " + landIndex + " and sea " + seaIndex);
return destination;
}
const startPos = ship.position();
let distmin = Math.min();
let posmin = destination;
const width = gameState.getPassabilityMap().width;
const cell = gameState.getPassabilityMap().cellSize;
const alliedDocks = gameState.getAllyStructures().filter(filters.and(filters.byClass("Dock"),
filters.byMetadata(PlayerID, "sea", seaIndex))).toEntityArray();
for (const i of gameState.ai.HQ.navalManager.landingZones[landIndex][seaIndex])
{
let pos = [i%width+0.5, Math.floor(i/width)+0.5];
pos = [cell*pos[0], cell*pos[1]];
let dist = VectorDistance(startPos, pos);
if (destination)
dist += VectorDistance(pos, destination);
if (avoidEnnemy)
{
const territoryOwner = gameState.ai.HQ.territoryMap.getOwner(pos);
if (territoryOwner != 0 && !gameState.isPlayerAlly(territoryOwner))
dist += 100000000;
}
// require a small distance between all ships of the transport plan to avoid path finder problems
// this is also used when the ship is blocked and we want to find a new boarding point
for (const shipId in this.boardingPos)
{
if (this.boardingPos[shipId] !== undefined &&
SquareVectorDistance(this.boardingPos[shipId], pos) < this.boardingRange)
{
dist += 1000000;
}
}
// and not too near our allied docks to not disturb naval traffic
let distSquare;
for (const dock of alliedDocks)
{
if (dock.foundationProgress() !== undefined)
distSquare = 900;
else
distSquare = 4900;
const dockDist = SquareVectorDistance(dock.position(), pos);
if (dockDist < distSquare)
dist += 100000 * (distSquare - dockDist) / distSquare;
}
if (dist > distmin)
continue;
distmin = dist;
posmin = pos;
}
// We should always have either destination or the previous boardingPos defined
// so let's return this value if everything failed
if (!posmin && this.boardingPos[ship.id()])
posmin = this.boardingPos[ship.id()];
return posmin;
}
onSailing(gameState)
{
// Check that the units recovered on the previous turn have been reloaded
for (const recov of this.recovered)
{
const ent = gameState.getEntityById(recov.entId);
if (!ent) // entity destroyed
continue;
if (!ent.position()) // reloading succeeded ... move a bit the ship before trying again
{
const ship = gameState.getEntityById(recov.shipId);
if (ship)
ship.moveApart(recov.entPos, 15);
continue;
}
if (this.debug > 1)
aiWarn(">>> transport " + this.ID + " reloading failed ... <<<");
// destroy the unit if inaccessible otherwise leave it there
const index = getLandAccess(gameState, ent);
if (gameState.ai.HQ.landRegions[index])
{
if (this.debug > 1)
aiWarn(" recovered entity kept " + ent.id());
this.resetUnit(gameState, ent);
// TODO we should not destroy it, but now the unit could still be reloaded on the next turn
// and mess everything
ent.destroy();
}
else
{
if (this.debug > 1)
aiWarn("recovered entity destroyed " + ent.id());
this.resetUnit(gameState, ent);
ent.destroy();
}
}
this.recovered = [];
// Check that the units unloaded on the previous turn have been really unloaded and in the right position
const shipsToMove = {};
for (const entId of this.unloaded)
{
const ent = gameState.getEntityById(entId);
if (!ent) // entity destroyed
continue;
else if (!ent.position()) // unloading failed
{
const ship = gameState.getEntityById(ent.getMetadata(PlayerID, "onBoard"));
if (ship)
{
if (ship.garrisoned().indexOf(entId) != -1)
ent.setMetadata(PlayerID, "onBoard", "onBoard");
else
{
aiWarn("Petra transportPlan problem: unit not on ship without position ???");
this.resetUnit(gameState, ent);
ent.destroy();
}
}
else
{
aiWarn("Petra transportPlan problem: unit on ship, but no ship ???");
this.resetUnit(gameState, ent);
ent.destroy();
}
}
else if (getLandAccess(gameState, ent) != this.endIndex)
{
// unit unloaded on a wrong region - try to regarrison it and move a bit the ship
if (this.debug > 1)
aiWarn(">>> unit unloaded on a wrong region ! try to garrison it again <<<");
const ship = gameState.getEntityById(ent.getMetadata(PlayerID, "onBoard"));
if (ship && !this.canceled)
{
shipsToMove[ship.id()] = ship;
this.recovered.push({ "entId": ent.id(), "entPos": ent.position(), "shipId": ship.id() });
ent.garrison(ship);
ent.setMetadata(PlayerID, "onBoard", "onBoard");
}
else
{
if (this.debug > 1)
aiWarn("no way ... we destroy it");
this.resetUnit(gameState, ent);
ent.destroy();
}
}
else
{
// And make some room for other units
const pos = ent.position();
const goal = ent.getMetadata(PlayerID, "endPos");
const dist = goal ? VectorDistance(pos, goal) : 0;
if (dist > 30)
ent.moveToRange(goal[0], goal[1], dist-25, dist-20);
else
ent.moveToRange(pos[0], pos[1], 20, 25);
ent.setMetadata(PlayerID, "transport", undefined);
ent.setMetadata(PlayerID, "onBoard", undefined);
ent.setMetadata(PlayerID, "endPos", undefined);
}
}
for (const shipId in shipsToMove)
{
this.boardingPos[shipId] = this.getBoardingPos(gameState, shipsToMove[shipId], this.endIndex, this.sea, this.endPos, true);
shipsToMove[shipId].move(this.boardingPos[shipId][0], this.boardingPos[shipId][1]);
}
this.unloaded = [];
if (this.canceled)
{
for (const ship of this.ships.values())
{
this.boardingPos[ship.id()] = undefined;
this.boardingPos[ship.id()] = this.getBoardingPos(gameState, ship, this.endIndex, this.sea, this.endPos, true);
ship.move(this.boardingPos[ship.id()][0], this.boardingPos[ship.id()][1]);
}
this.canceled = undefined;
}
for (const ship of this.transportShips.values())
{
if (ship.unitAIState() == "INDIVIDUAL.WALKING")
continue;
const shipId = ship.id();
const dist = SquareVectorDistance(ship.position(), this.boardingPos[shipId]);
let remaining = 0;
for (const entId of ship.garrisoned())
{
const ent = gameState.getEntityById(entId);
if (!ent.getMetadata(PlayerID, "transport"))
continue;
remaining++;
if (dist < 625)
{
ship.unload(entId);
this.unloaded.push(entId);
ent.setMetadata(PlayerID, "onBoard", shipId);
}
}
let recovering = 0;
for (const recov of this.recovered)
if (recov.shipId == shipId)
recovering++;
if (!remaining && !recovering) // when empty, release the ship and move apart to leave room for other ships. TODO fight
{
ship.moveApart(this.boardingPos[shipId], 30);
this.releaseShip(ship);
continue;
}
if (dist > this.boardingRange)
{
if (!this.nTry[shipId])
this.nTry[shipId] = 1;
else
++this.nTry[shipId];
if (this.nTry[shipId] > 2) // we must have been blocked by something ... try with another boarding point
{
this.nTry[shipId] = 0;
if (this.debug > 1)
aiWarn(shipId + " new attempt for a landing point ");
this.boardingPos[shipId] = this.getBoardingPos(gameState, ship, this.endIndex, this.sea, undefined, true);
}
ship.move(this.boardingPos[shipId][0], this.boardingPos[shipId][1]);
}
}
}
resetUnit(gameState, ent)
{
ent.setMetadata(PlayerID, "transport", undefined);
ent.setMetadata(PlayerID, "onBoard", undefined);
ent.setMetadata(PlayerID, "endPos", undefined);
// if from an army or attack, remove it
if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") >= 0)
{
const attackPlan = gameState.ai.HQ.attackManager.getPlan(ent.getMetadata(PlayerID, "plan"));
if (attackPlan)
attackPlan.removeUnit(ent, true);
}
if (ent.getMetadata(PlayerID, "PartOfArmy"))
{
const army = gameState.ai.HQ.defenseManager.getArmy(ent.getMetadata(PlayerID, "PartOfArmy"));
if (army)
army.removeOwn(gameState, ent.id());
}
}
Serialize()
{
return {
"ID": this.ID,
"flotilla": this.flotilla,
"endPos": this.endPos,
"endIndex": this.endIndex,
"startIndex": this.startIndex,
"sea": this.sea,
"state": this.state,
"boardingPos": this.boardingPos,
"needTransportShips": this.needTransportShips,
"nTry": this.nTry,
"canceled": this.canceled,
"unloaded": this.unloaded,
"recovered": this.recovered
};
}
Deserialize(data)
{
for (const key in data)
this[key] = data[key];
this.failed = false;
}
}