0ad/binaries/data/mods/public/simulation/ai/petra/startingStrategy.js
phosit b89ab85415
Export functions from startingStrategy.js
The functions were defined on the `Headquarters` prototype. But not all
functions are needed outside of "startingStrategy.js". Also doing it
this way, "startingStrategy.js" and "headquarters.js" had to mutually
import each other.
2026-07-14 10:40:42 +02:00

546 lines
17 KiB
JavaScript

import * as filters from "simulation/ai/common-api/filters.js";
import { ResourcesManager } from "simulation/ai/common-api/resources.js";
import { SquareVectorDistance, aiWarn } from "simulation/ai/common-api/utils.js";
import { Config } from "simulation/ai/petra/config.js";
import * as difficulty from "simulation/ai/petra/difficultyLevel.js";
import { gatherTreasure, getHolder, getLandAccess, isFastMoving } from
"simulation/ai/petra/entityExtend.js";
import { ConstructionPlan } from "simulation/ai/petra/queueplanBuilding.js";
/**
* Determines the strategy to adopt when starting a new game,
* depending on the initial conditions
*/
export function gameAnalysis(HQ, gameState)
{
// Analysis of the terrain and the different access regions
if (!regionAnalysis(HQ, gameState))
return false;
HQ.attackManager.init(gameState);
HQ.buildManager.init(gameState);
HQ.navalManager.init(gameState);
HQ.tradeManager.init(gameState);
HQ.diplomacyManager.init(gameState);
// Make a list of buildable structures from the config file
structureAnalysis(HQ, gameState);
// Let's get our initial situation here.
HQ.basesManager.init(gameState);
HQ.updateTerritories(gameState);
// Assign entities and resources in the different bases
assignStartingEntities(HQ, gameState);
// Sandbox difficulty should not try to expand
HQ.canExpand = HQ.Config.difficulty != difficulty.SANDBOX;
// If no base yet, check if we can construct one. If not, dispatch our units to possible tasks/attacks
HQ.canBuildUnits = true;
if (!gameState.getOwnStructures().filter(filters.byClass("CivCentre")).hasEntities())
{
const template = gameState.applyCiv("structures/{civ}/civil_centre");
if (!gameState.isTemplateAvailable(template) || !gameState.getTemplate(template).available(gameState))
{
if (HQ.Config.debug > 1)
aiWarn(" this AI is unable to produce any units");
HQ.canBuildUnits = false;
dispatchUnits(HQ, gameState);
}
else
buildFirstBase(HQ, gameState);
}
// configure our first base strategy
if (HQ.hasPotentialBase())
configFirstBase(HQ, gameState);
return true;
}
/**
* Assign the starting entities to the different bases
*/
function assignStartingEntities(HQ, gameState)
{
for (const ent of gameState.getOwnEntities().values())
{
// do not affect merchant ship immediately to trade as they may-be useful for transport
if (ent.hasClasses(["Trader+!Ship"]))
HQ.tradeManager.assignTrader(ent);
const pos = ent.position();
if (!pos)
{
// TODO should support recursive garrisoning. Make a warning for now
if (ent.isGarrisonHolder() && ent.garrisoned().length)
{
aiWarn("Petra warning: support for garrisoned units inside garrisoned holders " +
"not yet implemented");
}
continue;
}
// make sure we have not rejected small regions with units (TODO should probably also check with other non-gaia units)
const gamepos = gameState.ai.accessibility.gamePosToMapPos(pos);
const index = gamepos[0] + gamepos[1]*gameState.ai.accessibility.width;
const land = gameState.ai.accessibility.landPassMap[index];
if (land > 1 && !HQ.landRegions[land])
HQ.landRegions[land] = true;
const sea = gameState.ai.accessibility.navalPassMap[index];
if (sea > 1 && !HQ.navalRegions[sea])
HQ.navalRegions[sea] = true;
// if garrisoned units inside, ungarrison them except if a ship in which case we will make a transport
// when a construction will start (see createTransportIfNeeded)
if (ent.isGarrisonHolder() && ent.garrisoned().length && !ent.hasClass("Ship"))
for (const id of ent.garrisoned())
ent.unload(id);
const territorypos = HQ.territoryMap.gamePosToMapPos(pos);
const territoryIndex = territorypos[0] + territorypos[1] * HQ.territoryMap.width;
HQ.basesManager.assignEntity(gameState, ent, territoryIndex);
}
}
/**
* determine the main land Index (or water index if none)
* as well as the list of allowed (land andf water) regions
*/
function regionAnalysis(HQ, gameState)
{
const accessibility = gameState.ai.accessibility;
let landIndex;
let seaIndex;
const ccEnts = gameState.getOwnStructures().filter(filters.byClass("CivCentre"));
for (const cc of ccEnts.values())
{
const land = accessibility.getAccessValue(cc.position());
if (land > 1)
{
landIndex = land;
break;
}
}
if (!landIndex)
{
const civ = gameState.getPlayerCiv();
for (const ent of gameState.getOwnEntities().values())
{
if (!ent.position() || !ent.hasClass("Unit") && !ent.trainableEntities(civ))
continue;
const land = accessibility.getAccessValue(ent.position());
if (land > 1)
{
landIndex = land;
break;
}
const sea = accessibility.getAccessValue(ent.position(), true);
if (!seaIndex && sea > 1)
seaIndex = sea;
}
}
if (!landIndex && !seaIndex)
{
aiWarn("Petra error: it does not know how to interpret this map");
return false;
}
const passabilityMap = gameState.getPassabilityMap();
const totalSize = passabilityMap.width * passabilityMap.width;
const minLandSize = Math.floor(0.1*totalSize);
const minWaterSize = Math.floor(0.2*totalSize);
const cellArea = passabilityMap.cellSize * passabilityMap.cellSize;
for (let i = 0; i < accessibility.regionSize.length; ++i)
{
if (landIndex && i == landIndex)
HQ.landRegions[i] = true;
else if (accessibility.regionType[i] === "land" && cellArea*accessibility.regionSize[i] > 320)
{
if (landIndex)
{
const sea = HQ.getSeaBetweenIndices(gameState, landIndex, i);
if (sea && (accessibility.regionSize[i] > minLandSize || accessibility.regionSize[sea] > minWaterSize))
{
HQ.navalMap = true;
HQ.landRegions[i] = true;
HQ.navalRegions[sea] = true;
}
}
else
{
const traject = accessibility.getTrajectToIndex(seaIndex, i);
if (traject && traject.length === 2)
{
HQ.navalMap = true;
HQ.landRegions[i] = true;
HQ.navalRegions[seaIndex] = true;
}
}
}
else if (accessibility.regionType[i] === "water" && accessibility.regionSize[i] > minWaterSize)
{
HQ.navalMap = true;
HQ.navalRegions[i] = true;
}
else if (accessibility.regionType[i] === "water" && cellArea*accessibility.regionSize[i] > 3600)
HQ.navalRegions[i] = true;
}
if (HQ.Config.debug < 3)
return true;
for (const region in HQ.landRegions)
{
aiWarn(" >>> zone " + region + " taille " +
cellArea * gameState.ai.accessibility.regionSize[region]);
}
aiWarn(" navalMap " + HQ.navalMap);
aiWarn(" landRegions " + uneval(HQ.landRegions));
aiWarn(" navalRegions " + uneval(HQ.navalRegions));
return true;
}
/**
* load units and buildings from the config files
* TODO: change that to something dynamic
*/
function structureAnalysis(HQ, gameState)
{
const civref = gameState.playerData.civ;
const civ = civref in HQ.Config.buildings ? civref : 'default';
HQ.bAdvanced = [];
for (const building of HQ.Config.buildings[civ])
if (gameState.isTemplateAvailable(gameState.applyCiv(building)))
HQ.bAdvanced.push(gameState.applyCiv(building));
}
/**
* build our first base
* if not enough resource, try first to do a dock
*/
export function buildFirstBase(HQ, gameState)
{
if (gameState.ai.queues.civilCentre.hasQueuedUnits())
return;
let templateName = gameState.applyCiv("structures/{civ}/civil_centre");
if (gameState.isTemplateDisabled(templateName))
return;
let template = gameState.getTemplate(templateName);
if (!template)
return;
const total = gameState.getResources();
let goal = "civil_centre";
if (!total.canAfford(new ResourcesManager(template.cost())))
{
const totalExpected = gameState.getResources();
// Check for treasures around available in some maps at startup
for (const ent of gameState.getOwnUnits().values())
{
if (!ent.position())
continue;
// If we can get a treasure around, just do it
if (ent.isIdle())
gatherTreasure(gameState, ent);
// Then count the resources from the treasures being collected
const treasureId = ent.getMetadata(PlayerID, "treasure");
if (!treasureId)
continue;
const treasure = gameState.getEntityById(treasureId);
if (!treasure)
continue;
const types = treasure.treasureResources();
for (const type in types)
if (type in totalExpected)
totalExpected[type] += types[type];
// If we can collect enough resources from these treasures, wait for them.
if (totalExpected.canAfford(new ResourcesManager(template.cost())))
return;
}
// not enough resource to build a cc, try with a dock to accumulate resources if none yet
if (!HQ.navalManager.docks.filter(filters.byClass("Dock")).hasEntities())
{
if (gameState.ai.queues.dock.hasQueuedUnits())
return;
templateName = gameState.applyCiv("structures/{civ}/dock");
if (gameState.isTemplateDisabled(templateName))
return;
template = gameState.getTemplate(templateName);
if (!template || !total.canAfford(new ResourcesManager(template.cost())))
return;
goal = "dock";
}
}
if (!HQ.canBuild(gameState, templateName))
return;
// We first choose as startingPoint the point where we have the more units
const startingPoint = [];
for (const ent of gameState.getOwnUnits().values())
{
if (!ent.hasClass("Worker"))
continue;
if (isFastMoving(ent))
continue;
let pos = ent.position();
if (!pos)
{
const holder = getHolder(gameState, ent);
if (!holder || !holder.position())
continue;
pos = holder.position();
}
const gamepos = gameState.ai.accessibility.gamePosToMapPos(pos);
const index = gamepos[0] + gamepos[1] * gameState.ai.accessibility.width;
const land = gameState.ai.accessibility.landPassMap[index];
const sea = gameState.ai.accessibility.navalPassMap[index];
let found = false;
for (const point of startingPoint)
{
if (land !== point.land || sea !== point.sea)
continue;
if (SquareVectorDistance(point.pos, pos) > 2500)
continue;
point.weight += 1;
found = true;
break;
}
if (!found)
startingPoint.push({ "pos": pos, "land": land, "sea": sea, "weight": 1 });
}
if (!startingPoint.length)
return;
let imax = 0;
for (let i = 1; i < startingPoint.length; ++i)
if (startingPoint[i].weight > startingPoint[imax].weight)
imax = i;
if (goal == "dock")
{
const sea = startingPoint[imax].sea > 1 ? startingPoint[imax].sea : undefined;
gameState.ai.queues.dock.addPlan(new ConstructionPlan(gameState, "structures/{civ}/dock",
{ "sea": sea, "proximity": startingPoint[imax].pos }));
}
else
{
gameState.ai.queues.civilCentre.addPlan(new ConstructionPlan(gameState,
"structures/{civ}/civil_centre",
{ "base": -1, "resource": "wood", "proximity": startingPoint[imax].pos }));
}
}
/**
* set strategy if game without construction:
* - if one of our allies has a cc, affect a small fraction of our army for his defense, the rest will attack
* - otherwise all units will attack
*/
function dispatchUnits(HQ, gameState)
{
const allycc = gameState.getExclusiveAllyEntities().filter(filters.byClass("CivCentre"))
.toEntityArray();
if (allycc.length)
{
if (HQ.Config.debug > 1)
{
aiWarn(" We have allied cc " + allycc.length + " and " + gameState.getOwnUnits().length +
" units ");
}
const units = gameState.getOwnUnits();
let num = Math.max(Math.min(Math.round(0.08 * (1 + HQ.Config.personality.cooperative) *
units.length), 20), 5);
let num1 = Math.floor(num / 2);
let num2 = num1;
// first pass to affect ranged infantry
units.filter(filters.byClasses(["Infantry+Ranged"])).forEach(ent =>
{
if (!num || !num1)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
const access = getLandAccess(gameState, ent);
for (const cc of allycc)
{
if (!cc.position() || getLandAccess(gameState, cc) != access)
continue;
--num;
--num1;
ent.setMetadata(PlayerID, "allied", true);
const range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range + 5);
break;
}
});
// second pass to affect melee infantry
units.filter(filters.byClasses(["Infantry+Melee"])).forEach(ent =>
{
if (!num || !num2)
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
const access = getLandAccess(gameState, ent);
for (const cc of allycc)
{
if (!cc.position() || getLandAccess(gameState, cc) != access)
continue;
--num;
--num2;
ent.setMetadata(PlayerID, "allied", true);
const range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range + 5);
break;
}
});
// and now complete the affectation, including all support units
units.forEach(ent =>
{
if (!num && !ent.hasClass("Support"))
return;
if (ent.getMetadata(PlayerID, "allied"))
return;
const access = getLandAccess(gameState, ent);
for (const cc of allycc)
{
if (!cc.position() || getLandAccess(gameState, cc) != access)
continue;
if (!ent.hasClass("Support"))
--num;
ent.setMetadata(PlayerID, "allied", true);
const range = 1.5 * cc.footprintRadius();
ent.moveToRange(cc.position()[0], cc.position()[1], range, range + 5);
break;
}
});
}
}
/**
* configure our first base expansion
* - if on a small island, favor fishing
* - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
*/
export function configFirstBase(HQ, gameState)
{
if (!HQ.hasPotentialBase())
return;
HQ.firstBaseConfig = true;
let startingSize = 0;
const startingLand = [];
for (const region in HQ.landRegions)
{
for (const base of HQ.baseManagers())
{
if (!base.anchor || base.accessIndex != +region)
continue;
startingSize += gameState.ai.accessibility.regionSize[region];
startingLand.push(base.accessIndex);
break;
}
}
const cell = gameState.getPassabilityMap().cellSize;
startingSize = startingSize * cell * cell;
if (HQ.Config.debug > 1)
aiWarn("starting size " + startingSize + "(cut at 24000 for fish pushing)");
if (startingSize < 25000)
{
HQ.saveSpace = true;
HQ.Config.Economy.popForDock = Math.min(HQ.Config.Economy.popForDock, 16);
const num = Math.max(HQ.Config.Economy.targetNumFishers, 2);
for (const land of startingLand)
{
for (const sea of gameState.ai.accessibility.regionLinks[land])
if (gameState.ai.HQ.navalRegions[sea])
HQ.navalManager.updateFishingBoats(sea, num);
}
HQ.maxFields = 1;
HQ.needCorral = true;
}
else if (startingSize < 60000)
HQ.maxFields = 2;
else
HQ.maxFields = false;
// - count the available food resource, and react accordingly
let startingFood = gameState.getResources().food;
startingFood += HQ.getTotalResourceLevel(gameState, ["food"], ["nearby", "medium", "faraway"]).food;
if (startingFood < 800)
{
if (startingSize < 25000)
{
HQ.needFish = true;
HQ.Config.Economy.popForDock = 1;
}
else
HQ.needFarm = true;
}
// - count the available wood resource, and allow rushes only if enough (we should otherwise favor expansion)
let startingWood = gameState.getResources().wood;
startingWood += HQ.getTotalResourceLevel(gameState, ["wood"], ["nearby", "medium", "faraway"]).wood;
if (HQ.Config.debug > 1)
{
aiWarn("startingWood: " + startingWood +
" (cut at 8500 for no rush and 6000 for saveResources)");
}
if (startingWood < 6000)
{
HQ.saveResources = true;
HQ.Config.Economy.popPhase2 = Math.floor(0.75 * HQ.Config.Economy.popPhase2); // Switch to town phase sooner to be able to expand
if (startingWood < 2000 && HQ.needFarm)
{
HQ.needCorral = true;
HQ.needFarm = false;
}
}
if (startingWood > 8500 && HQ.canBuildUnits)
{
let allowed = Math.ceil((startingWood - 8500) / 3000);
// Not useful to prepare rushing if too long ceasefire
if (gameState.isCeasefireActive())
{
if (gameState.ceasefireTimeRemaining > 900)
allowed = 0;
else if (gameState.ceasefireTimeRemaining > 600 && allowed > 1)
allowed = 1;
}
HQ.attackManager.setRushes(allowed);
}
// immediatly build a wood dropsite if possible.
if (!gameState.getOwnEntitiesByClass("DropsiteWood", true).hasEntities())
{
const newDP = HQ.baseManagers()[0].findBestDropsiteAndLocation(gameState, "wood");
if (newDP.quality > 40 && HQ.canBuild(gameState, newDP.templateName))
{
// if we start with enough workers, put our available resources in this first dropsite
// same thing if our pop exceed the allowed one, as we will need several houses
const numWorkers = gameState.getOwnUnits().filter(filters.byClass("Worker")).length;
if (numWorkers > 12 && newDP.quality > 60 ||
gameState.getPopulation() > gameState.getPopulationLimit() + 20)
{
const cost = new ResourcesManager(gameState.getTemplate(newDP.templateName).cost());
gameState.ai.queueManager.setAccounts(gameState, cost, "dropsites");
}
gameState.ai.queues.dropsites.addPlan(new ConstructionPlan(gameState, newDP.templateName,
{ "base": HQ.baseManagers()[0].ID }, newDP.pos));
}
}
// and build immediately a corral if needed
if (HQ.needCorral)
{
const template = gameState.applyCiv("structures/{civ}/corral");
if (!gameState.getOwnEntitiesByClass("Corral", true).hasEntities() &&
HQ.canBuild(gameState, template))
{
gameState.ai.queues.corral.addPlan(
new ConstructionPlan(gameState, template, { "base": HQ.baseManagers()[0].ID }));
}
}
}