Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackPlan.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackPlan.js (revision 18730) +++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackPlan.js (revision 18731) @@ -1,2094 +1,2096 @@ var PETRA = function(m) { /** * This is an attack plan: * It deals with everything in an attack, from picking a target to picking a path to it * To making sure units are built, and pushing elements to the queue manager otherwise * It also handles the actual attack, though much work is needed on that. */ m.AttackPlan = function(gameState, Config, uniqueID, type, data) { this.Config = Config; this.name = uniqueID; this.type = type || "Attack"; this.state = "unexecuted"; if (data && data.target) { this.target = data.target; this.targetPos = this.target.position(); this.targetPlayer = this.target.owner(); } else { this.target = undefined; this.targetPos = undefined; this.targetPlayer = undefined; } // get a starting rallyPoint ... will be improved later let rallyPoint; let rallyAccess; let allAccesses = {}; for (let base of gameState.ai.HQ.baseManagers) { if (!base.anchor || !base.anchor.position()) continue; let access = gameState.ai.accessibility.getAccessValue(base.anchor.position()); if (!rallyPoint) { rallyPoint = base.anchor.position(); rallyAccess = access; } if (!allAccesses[access]) allAccesses[access] = base.anchor.position(); } if (!rallyPoint) // no base ? take the position of any of our entities { for (let ent of gameState.getOwnEntities().values()) { if (!ent.position()) continue; let access = gameState.ai.accessibility.getAccessValue(ent.position()); rallyPoint = ent.position(); rallyAccess = access; allAccesses[access] = rallyPoint; break; } if (!rallyPoint) { this.failed = true; return false; } } this.rallyPoint = rallyPoint; this.overseas = 0; if (gameState.ai.HQ.navalMap) { for (let structure of gameState.getEnemyStructures().values()) { if (!structure.position()) continue; let access = gameState.ai.accessibility.getAccessValue(structure.position()); if (access in allAccesses) { this.overseas = 0; this.rallyPoint = allAccesses[access]; break; } else if (!this.overseas) { let sea = gameState.ai.HQ.getSeaIndex(gameState, rallyAccess, access); if (!sea) continue; this.overseas = sea; gameState.ai.HQ.navalManager.setMinimalTransportShips(gameState, sea, 1); } } } this.paused = false; this.maxCompletingTime = 0; // priority of the queues we'll create. let priority = 70; // unitStat priority is relative. If all are 0, the only relevant criteria is "currentsize/targetsize". // if not, this is a "bonus". The higher the priority, the faster this unit will get built. // Should really be clamped to [0.1-1.5] (assuming 1 is default/the norm) // Eg: if all are priority 1, and the siege is 0.5, the siege units will get built // only once every other category is at least 50% of its target size. // note: siege build order is currently added by the military manager if a fortress is there. this.unitStat = {}; // neededShips is the minimal number of ships which should be available for transport if (type === "Rush") { priority = 250; this.unitStat.Infantry = { "priority": 1, "minSize": 10, "targetSize": 20, "batchSize": 2, "classes": ["Infantry"], "interests": [ ["strength",1], ["cost",1], ["costsResource", 0.5, "stone"], ["costsResource", 0.6, "metal"] ] }; this.unitStat.Cavalry = { "priority": 1, "minSize": 2, "targetSize": 4, "batchSize": 2, "classes": ["Cavalry", "CitizenSoldier"], "interests": [ ["strength",1], ["cost",1] ] }; if (data && data.targetSize) this.unitStat.Infantry.targetSize = data.targetSize; this.neededShips = 1; } else if (type === "Raid") { priority = 150; this.unitStat.Cavalry = { "priority": 1, "minSize": 3, "targetSize": 4, "batchSize": 2, "classes": ["Cavalry", "CitizenSoldier"], "interests": [ ["strength",1], ["cost",1] ] }; this.neededShips = 1; } else if (type === "HugeAttack") { priority = 90; // basically we want a mix of citizen soldiers so our barracks have a purpose, and champion units. this.unitStat.RangedInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Ranged", "CitizenSoldier"], "interests": [["strength",3], ["cost",1] ] }; this.unitStat.MeleeInfantry = { "priority": 0.7, "minSize": 5, "targetSize": 20, "batchSize": 5, "classes": ["Infantry", "Melee", "CitizenSoldier"], "interests": [ ["strength",3], ["cost",1] ] }; this.unitStat.ChampRangedInfantry = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry", "Ranged", "Champion"], "interests": [["strength",3], ["cost",1] ] }; this.unitStat.ChampMeleeInfantry = { "priority": 1, "minSize": 3, "targetSize": 18, "batchSize": 3, "classes": ["Infantry", "Melee", "Champion"], "interests": [ ["strength",3], ["cost",1] ] }; this.unitStat.RangedCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Ranged", "CitizenSoldier"], "interests": [ ["strength",2], ["cost",1] ] }; this.unitStat.MeleeCavalry = { "priority": 0.7, "minSize": 4, "targetSize": 20, "batchSize": 4, "classes": ["Cavalry", "Melee", "CitizenSoldier"], "interests": [ ["strength",2], ["cost",1] ] }; this.unitStat.ChampRangedCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Ranged", "Champion"], "interests": [ ["strength",3], ["cost",1] ] }; this.unitStat.ChampMeleeCavalry = { "priority": 1, "minSize": 3, "targetSize": 15, "batchSize": 3, "classes": ["Cavalry", "Melee", "Champion"], "interests": [ ["strength",2], ["cost",1] ] }; this.unitStat.Hero = { "priority": 1, "minSize": 0, "targetSize": 1, "batchSize": 1, "classes": ["Hero"], "interests": [ ["strength",2], ["cost",1] ] }; this.neededShips = 5; } else { priority = 70; this.unitStat.RangedInfantry = { "priority": 1, "minSize": 6, "targetSize": 16, "batchSize": 3, "classes": ["Infantry","Ranged"], "interests": [ ["canGather", 1], ["strength",1.6], ["cost",1.5], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"] ] }; this.unitStat.MeleeInfantry = { "priority": 1, "minSize": 6, "targetSize": 16, "batchSize": 3, "classes": ["Infantry","Melee"], "interests": [ ["canGather", 1], ["strength",1.6], ["cost",1.5], ["costsResource", 0.3, "stone"], ["costsResource", 0.3, "metal"] ] }; this.unitStat.Cavalry = { "priority": 1, "minSize": 2, "targetSize": 6, "batchSize": 2, "classes": ["Cavalry", "CitizenSoldier"], "interests": [ ["strength",1], ["cost",1] ] }; this.neededShips = 3; } // Put some randomness on the attack size let variation = 0.8 + 0.4*Math.random(); // and lower priority and smaller sizes for easier difficulty levels if (this.Config.difficulty < 2) { priority *= 0.6; variation *= 0.6; } else if (this.Config.difficulty < 3) { priority *= 0.8; variation *= 0.8; } for (let cat in this.unitStat) { this.unitStat[cat].targetSize = Math.round(variation * this.unitStat[cat].targetSize); this.unitStat[cat].minSize = Math.min(this.unitStat[cat].minSize, this.unitStat[cat].targetSize); } // change the sizes according to max population this.neededShips = Math.ceil(this.Config.popScaling * this.neededShips); for (let cat in this.unitStat) { this.unitStat[cat].targetSize = Math.round(this.Config.popScaling * this.unitStat[cat].targetSize); this.unitStat[cat].minSize = Math.floor(this.Config.popScaling * this.unitStat[cat].minSize); } // TODO: there should probably be one queue per type of training building gameState.ai.queueManager.addQueue("plan_" + this.name, priority); gameState.ai.queueManager.addQueue("plan_" + this.name +"_champ", priority+1); gameState.ai.queueManager.addQueue("plan_" + this.name +"_siege", priority); // each array is [ratio, [associated classes], associated EntityColl, associated unitStat, name ] this.buildOrder = []; this.canBuildUnits = gameState.ai.HQ.canBuildUnits; // some variables used during the attack this.position5TurnsAgo = [0,0]; this.lastPosition = [0,0]; this.position = [0,0]; this.captureStrength = 0; this.captureTime = -1000; this.noCapture = new Set(); // list of structure we won't try to capture this.isBlocked = false; // true when this attack faces walls return true; }; m.AttackPlan.prototype.init = function(gameState) { this.queue = gameState.ai.queues["plan_" + this.name]; this.queueChamp = gameState.ai.queues["plan_" + this.name +"_champ"]; this.queueSiege = gameState.ai.queues["plan_" + this.name +"_siege"]; this.unitCollection = gameState.getOwnUnits().filter(API3.Filters.byMetadata(PlayerID, "plan", this.name)); this.unitCollection.registerUpdates(); this.unit = {}; // defining the entity collections. Will look for units I own, that are part of this plan. // Also defining the buildOrders. for (let cat in this.unitStat) { let Unit = this.unitStat[cat]; this.unit[cat] = this.unitCollection.filter(API3.Filters.byClassesAnd(Unit.classes)); this.unit[cat].registerUpdates(); if (this.canBuildUnits) this.buildOrder.push([0, Unit.classes, this.unit[cat], Unit, cat]); } }; m.AttackPlan.prototype.getName = function() { return this.name; }; m.AttackPlan.prototype.getType = function() { return this.type; }; m.AttackPlan.prototype.isStarted = function() { return this.state !== "unexecuted" && this.state !== "completing"; }; m.AttackPlan.prototype.isPaused = function() { return this.paused; }; m.AttackPlan.prototype.setPaused = function(boolValue) { this.paused = boolValue; }; /** * Returns true if the attack can be executed at the current time * Basically it checks we have enough units. */ m.AttackPlan.prototype.canStart = function() { if (!this.canBuildUnits) return true; for (let unitCat in this.unitStat) if (this.unit[unitCat].length < this.unitStat[unitCat].minSize) return false; return true; }; m.AttackPlan.prototype.mustStart = function() { if (this.isPaused()) return false; if (!this.canBuildUnits) return this.unitCollection.hasEntities(); let MaxReachedEverywhere = true; let MinReachedEverywhere = true; for (let unitCat in this.unitStat) { let Unit = this.unitStat[unitCat]; if (this.unit[unitCat].length < Unit.targetSize) MaxReachedEverywhere = false; if (this.unit[unitCat].length < Unit.minSize) { MinReachedEverywhere = false; break; } } if (MaxReachedEverywhere) return true; if (MinReachedEverywhere) { if (this.type === "Raid" && this.target && this.target.foundationProgress() && this.target.foundationProgress() > 60) return true; } return false; }; m.AttackPlan.prototype.forceStart = function() { for (let unitCat in this.unitStat) { let Unit = this.unitStat[unitCat]; Unit.targetSize = 0; Unit.minSize = 0; } }; /** Adds a build order. If resetQueue is true, this will reset the queue. */ m.AttackPlan.prototype.addBuildOrder = function(gameState, name, unitStats, resetQueue) { if (!this.isStarted()) { // no minsize as we don't want the plan to fail at the last minute though. this.unitStat[name] = unitStats; let Unit = this.unitStat[name]; this.unit[name] = this.unitCollection.filter(API3.Filters.byClassesAnd(Unit.classes)); this.unit[name].registerUpdates(); this.buildOrder.push([0, Unit.classes, this.unit[name], Unit, name]); if (resetQueue) { this.queue.empty(); this.queueChamp.empty(); this.queueSiege.empty(); } } }; m.AttackPlan.prototype.addSiegeUnits = function(gameState) { if (this.unitStat.Siege || this.state !== "unexecuted") return false; // no minsize as we don't want the plan to fail at the last minute though. let stat = { "priority": 1, "minSize": 0, "targetSize": 4, "batchSize": 2, "classes": ["Siege"], "interests": [ ["siegeStrength", 3], ["cost",1] ] }; if (gameState.civ() === "maur") stat.classes = ["Elephant", "Champion"]; if (this.Config.difficulty < 2) stat.targetSize = 1; else if (this.Config.difficulty < 3) stat.targetSize = 2; stat.targetSize = Math.round(this.Config.popScaling * stat.targetSize); this.addBuildOrder(gameState, "Siege", stat, true); return true; }; /** Three returns possible: 1 is "keep going", 0 is "failed plan", 2 is "start". */ m.AttackPlan.prototype.updatePreparation = function(gameState) { // the completing step is used to return resources and regroup the units // so we check that we have no more forced order before starting the attack if (this.state === "completing") { // if our target was destroyed, go back to "unexecuted" state if (this.targetPlayer === undefined || !this.target || !gameState.getEntityById(this.target.id())) { this.state = "unexecuted"; this.target = undefined; } else { // check that all units have finished with their transport if needed if (this.waitingForTransport()) return 1; // bloqued units which cannot finish their order should not stop the attack if (gameState.ai.elapsedTime < this.maxCompletingTime && this.hasForceOrder()) return 1; return 2; } } if (this.Config.debug > 3 && gameState.ai.playedTurn % 50 === 0) this.debugAttack(); // if we need a transport, wait for some transport ships if (this.overseas && !gameState.ai.HQ.navalManager.seaTransportShips[this.overseas].length) return 1; this.assignUnits(gameState); if (this.type !== "Raid" && gameState.ai.HQ.attackManager.getAttackInPreparation("Raid") !== undefined) this.reassignCavUnit(gameState); // reassign some cav (if any) to fasten raid preparations // special case: if we've reached max pop, and we can start the plan, start it. if (gameState.getPopulationMax() - gameState.getPopulation() < 5) { let lengthMin = 16; if (gameState.getPopulationMax() < 300) lengthMin -= Math.floor(8 * (300 - gameState.getPopulationMax()) / 300); if (this.canStart() || this.unitCollection.length > lengthMin) { this.queue.empty(); this.queueChamp.empty(); this.queueSiege.empty(); } else // Abort the plan so that its units will be reassigned to other plans. { if (this.Config.debug > 1) { let am = gameState.ai.HQ.attackManager; API3.warn(" attacks upcoming: raid " + am.upcomingAttacks.Raid.length + " rush " + am.upcomingAttacks.Rush.length + " attack " + am.upcomingAttacks.Attack.length + " huge " + am.upcomingAttacks.HugeAttack.length); API3.warn(" attacks started: raid " + am.startedAttacks.Raid.length + " rush " + am.startedAttacks.Rush.length + " attack " + am.startedAttacks.Attack.length + " huge " + am.startedAttacks.HugeAttack.length); } return 0; } } else if (this.mustStart() && gameState.countOwnQueuedEntitiesWithMetadata("plan", +this.name) > 0) { // keep on while the units finish being trained, then we'll start this.queue.empty(); this.queueChamp.empty(); this.queueSiege.empty(); return 1; } else if (!this.mustStart()) { if (this.canBuildUnits) { // We still have time left to recruit units and do stuffs. if (!this.unitStat.Siege) { let numSiegeBuilder = 0; if (gameState.civ() !== "mace" && gameState.civ() !== "maur") numSiegeBuilder += gameState.getOwnEntitiesByClass("Fortress", true).filter(API3.Filters.isBuilt()).length; if (gameState.civ() === "mace" || gameState.civ() === "maur" || gameState.civ() === "rome") numSiegeBuilder += gameState.countEntitiesByType(gameState.ai.HQ.bAdvanced[0], true); if (numSiegeBuilder > 0) this.addSiegeUnits(gameState); } this.trainMoreUnits(gameState); // may happen if we have no more training facilities and build orders are canceled if (!this.buildOrder.length) return 0; // will abort the plan } return 1; } // if we're here, it means we must start this.state = "completing"; if (!this.chooseTarget(gameState)) return 0; if (!this.overseas) this.getPathToTarget(gameState); if (this.type === "Raid") this.maxCompletingTime = gameState.ai.elapsedTime + 20; else { if (this.type === "Rush") this.maxCompletingTime = gameState.ai.elapsedTime + 40; else this.maxCompletingTime = gameState.ai.elapsedTime + 60; // warn our allies so that they can help if possible if (!this.requested) Engine.PostCommand(PlayerID, {"type": "attack-request", "source": PlayerID, "target": this.targetPlayer}); } let rallyPoint = this.rallyPoint; let rallyIndex = gameState.ai.accessibility.getAccessValue(rallyPoint); for (let ent of this.unitCollection.values()) { // For the time being, if occupied in a transport, remove the unit from this plan TODO improve that if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) { ent.setMetadata(PlayerID, "plan", -1); continue; } ent.setMetadata(PlayerID, "role", "attack"); ent.setMetadata(PlayerID, "subrole", "completing"); let queued = false; if (ent.resourceCarrying() && ent.resourceCarrying().length) queued = m.returnResources(gameState, ent); let index = gameState.ai.accessibility.getAccessValue(ent.position()); if (index === rallyIndex) ent.moveToRange(rallyPoint[0], rallyPoint[1], 0, 15, queued); else gameState.ai.HQ.navalManager.requireTransport(gameState, ent, index, rallyIndex, rallyPoint); } // reset all queued units let plan = this.name; gameState.ai.queueManager.removeQueue("plan_" + plan); gameState.ai.queueManager.removeQueue("plan_" + plan + "_champ"); gameState.ai.queueManager.removeQueue("plan_" + plan + "_siege"); return 1; }; m.AttackPlan.prototype.trainMoreUnits = function(gameState) { // let's sort by training advancement, ie 'current size / target size' // count the number of queued units too. // substract priority. for (let i = 0; i < this.buildOrder.length; ++i) { let special = "Plan_" + this.name + "_" + this.buildOrder[i][4]; let aQueued = gameState.countOwnQueuedEntitiesWithMetadata("special", special); aQueued += this.queue.countQueuedUnitsWithMetadata("special", special); aQueued += this.queueChamp.countQueuedUnitsWithMetadata("special", special); aQueued += this.queueSiege.countQueuedUnitsWithMetadata("special", special); this.buildOrder[i][0] = this.buildOrder[i][2].length + aQueued; } this.buildOrder.sort(function (a,b) { let va = a[0]/a[3].targetSize - a[3].priority; if (a[0] >= a[3].targetSize) va += 1000; let vb = b[0]/b[3].targetSize - b[3].priority; if (b[0] >= b[3].targetSize) vb += 1000; return va - vb; }); if (this.Config.debug > 1 && gameState.ai.playedTurn%50 === 0) { API3.warn("===================================="); API3.warn("======== build order for plan " + this.name); for (let order of this.buildOrder) { let specialData = "Plan_"+this.name+"_"+order[4]; let inTraining = gameState.countOwnQueuedEntitiesWithMetadata("special", specialData); let queue1 = this.queue.countQueuedUnitsWithMetadata("special", specialData); let queue2 = this.queueChamp.countQueuedUnitsWithMetadata("special", specialData); let queue3 = this.queueSiege.countQueuedUnitsWithMetadata("special", specialData); API3.warn(" >>> " + order[4] + " done " + order[2].length + " training " + inTraining + " queue " + queue1 + " champ " + queue2 + " siege " + queue3 + " >> need " + order[3].targetSize); } API3.warn("===================================="); } let firstOrder = this.buildOrder[0]; if (firstOrder[0] < firstOrder[3].targetSize) { // find the actual queue we want let queue = this.queue; if (firstOrder[3].classes.indexOf("Siege") !== -1 || (gameState.civ() == "maur" && firstOrder[3].classes.indexOf("Elephant") !== -1 && firstOrder[3].classes.indexOf("Champion") !== -1)) queue = this.queueSiege; else if (firstOrder[3].classes.indexOf("Hero") !== -1) queue = this.queueSiege; else if (firstOrder[3].classes.indexOf("Champion") !== -1) queue = this.queueChamp; if (queue.length() <= 5) { let template = gameState.ai.HQ.findBestTrainableUnit(gameState, firstOrder[1], firstOrder[3].interests); // HACK (TODO replace) : if we have no trainable template... Then we'll simply remove the buildOrder, // effectively removing the unit from the plan. if (template === undefined) { if (this.Config.debug > 1) API3.warn("attack no template found " + firstOrder[1]); delete this.unitStat[firstOrder[4]]; // deleting the associated unitstat. this.buildOrder.splice(0,1); } else { if (this.Config.debug > 2) API3.warn("attack template " + template + " added for plan " + this.name); let max = firstOrder[3].batchSize; let specialData = "Plan_" + this.name + "_" + firstOrder[4]; let data = { "plan": this.name, "special": specialData, "base": 0 }; data.role = gameState.getTemplate(template).hasClass("CitizenSoldier") ? "worker" : "attack"; let trainingPlan = new m.TrainingPlan(gameState, template, data, max, max); if (trainingPlan.template) queue.addPlan(trainingPlan); else if (this.Config.debug > 1) API3.warn("training plan canceled because no template for " + template + " build1 " + uneval(firstOrder[1]) + " build3 " + uneval(firstOrder[3].interests)); } } } }; m.AttackPlan.prototype.assignUnits = function(gameState) { let plan = this.name; let added = false; // If we can not build units, assign all available except those affected to allied defense to the current attack if (!this.canBuildUnits) { for (let ent of gameState.getOwnUnits().values()) { if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) continue; if (ent.getMetadata(PlayerID, "allied")) continue; ent.setMetadata(PlayerID, "plan", plan); this.unitCollection.updateEnt(ent); added = true; } return added; } if (this.type === "Raid") { // Raid are fast cavalry attack: assign all cav except some for hunting let num = 0; for (let ent of gameState.getOwnUnits().values()) { if (!ent.hasClass("Cavalry")) continue; if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) continue; if (num++ < 2) continue; ent.setMetadata(PlayerID, "plan", plan); this.unitCollection.updateEnt(ent); added = true; } return added; } // Assign all units without specific role for (let ent of gameState.getOwnEntitiesByRole(undefined, true).values()) { if (!ent.hasClass("Unit")) continue; if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) continue; if (ent.hasClass("Ship") || ent.hasClass("Support") || ent.attackTypes() === undefined) continue; + if (gameState.getGameType() === "regicide" && ent.hasClass("Hero") && (this.overseas || ent.healthLevel() < 0.8)) + continue; ent.setMetadata(PlayerID, "plan", plan); this.unitCollection.updateEnt(ent); added = true; } // Add units previously in a plan, but which left it because needed for defense or attack finished for (let ent of gameState.ai.HQ.attackManager.outOfPlan.values()) { if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) continue; ent.setMetadata(PlayerID, "plan", plan); this.unitCollection.updateEnt(ent); added = true; } // Finally add also some workers, // If Rush, assign all kind of workers, keeping only a minimum number of defenders // Otherwise, assign only some idle workers if too much of them let num = 0; let numbase = {}; let keep = this.type === "Rush" ? Math.round(this.Config.popScaling * (12 + 4*this.Config.personality.defensive)) : 6; for (let ent of gameState.getOwnEntitiesByRole("worker", true).values()) { if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined) continue; if (!ent.hasClass("CitizenSoldier")) continue; let baseID = ent.getMetadata(PlayerID, "base"); if (baseID) numbase[baseID] = numbase[baseID] ? ++numbase[baseID] : 1; else { API3.warn("Petra problem ent without base "); m.dumpEntity(ent); continue; } if (this.type !== "Rush" && ent.getMetadata(PlayerID, "subrole") !== "idle") continue; if (num++ < keep || numbase[baseID] < 5) continue; ent.setMetadata(PlayerID, "plan", plan); this.unitCollection.updateEnt(ent); added = true; } return added; }; /** Reassign one (at each turn) Cav unit to fasten raid preparation. */ m.AttackPlan.prototype.reassignCavUnit = function(gameState) { let found; for (let ent of this.unitCollection.values()) { if (!ent.position() || ent.getMetadata(PlayerID, "transport") !== undefined) continue; if (!ent.hasClass("Cavalry") || !ent.hasClass("CitizenSoldier")) continue; found = ent; break; } if (!found) return; let raid = gameState.ai.HQ.attackManager.getAttackInPreparation("Raid"); found.setMetadata(PlayerID, "plan", raid.name); this.unitCollection.updateEnt(found); raid.unitCollection.updateEnt(found); }; m.AttackPlan.prototype.chooseTarget = function(gameState) { if (this.targetPlayer === undefined) { this.targetPlayer = gameState.ai.HQ.attackManager.getEnemyPlayer(gameState, this); if (this.targetPlayer === undefined) return false; } this.target = this.getNearestTarget(gameState, this.rallyPoint); if (!this.target) { // may-be all our previous enemey target (if not recomputed here) have been destroyed ? this.targetPlayer = gameState.ai.HQ.attackManager.getEnemyPlayer(gameState, this); if (this.targetPlayer !== undefined) this.target = this.getNearestTarget(gameState, this.rallyPoint); if (!this.target) return false; } this.targetPos = this.target.position(); // redefine a new rally point for this target if we have a base on the same land // find a new one on the pseudo-nearest base (dist weighted by the size of the island) let targetIndex = gameState.ai.accessibility.getAccessValue(this.targetPos); let rallyIndex = gameState.ai.accessibility.getAccessValue(this.rallyPoint); if (targetIndex !== rallyIndex) { let distminSame = Math.min(); let rallySame; let distminDiff = Math.min(); let rallyDiff; for (let base of gameState.ai.HQ.baseManagers) { let anchor = base.anchor; if (!anchor || !anchor.position()) continue; let dist = API3.SquareVectorDistance(anchor.position(), this.targetPos); if (base.accessIndex === targetIndex) { if (dist >= distminSame) continue; distminSame = dist; rallySame = anchor.position(); } else { dist = dist / Math.sqrt(gameState.ai.accessibility.regionSize[base.accessIndex]); if (dist >= distminDiff) continue; distminDiff = dist; rallyDiff = anchor.position(); } } if (rallySame) { this.rallyPoint = rallySame; this.overseas = 0; } else if (rallyDiff) { rallyIndex = gameState.ai.accessibility.getAccessValue(rallyDiff); this.rallyPoint = rallyDiff; this.overseas = gameState.ai.HQ.getSeaIndex(gameState, rallyIndex, targetIndex); if (this.overseas) gameState.ai.HQ.navalManager.setMinimalTransportShips(gameState, this.overseas, this.neededShips); else return false; } } else if (this.overseas) this.overseas = 0; return true; }; /** * sameLand true means that we look for a target for which we do not need to take a transport */ m.AttackPlan.prototype.getNearestTarget = function(gameState, position, sameLand) { this.isBlocked = false; let targets; if (this.type === "Raid") targets = this.raidTargetFinder(gameState); else if (this.type === "Rush" || this.type === "Attack") targets = this.rushTargetFinder(gameState, this.targetPlayer); else targets = this.defaultTargetFinder(gameState, this.targetPlayer); if (!targets.hasEntities()) return undefined; let land = gameState.ai.accessibility.getAccessValue(position); // picking the nearest target let target; let minDist = Math.min(); for (let ent of targets.values()) { if (!ent.position()) continue; if (sameLand && gameState.ai.accessibility.getAccessValue(ent.position()) !== land) continue; let dist = API3.SquareVectorDistance(ent.position(), position); // in normal attacks, disfavor fields if (this.type !== "Rush" && this.type !== "Raid" && ent.hasClass("Field")) dist += 100000; if (dist < minDist) { minDist = dist; target = ent; } } if (!target) return undefined; // Check that we can reach this target target = this.checkTargetObstruction(gameState, target, position); if (!target) return undefined; // Rushes can change their enemy target if nothing found with the preferred enemy // Obstruction also can change the enemy target this.targetPlayer = target.owner(); return target; }; /** Default target finder aims for conquest critical targets */ m.AttackPlan.prototype.defaultTargetFinder = function(gameState, playerEnemy) { let targets; if (gameState.getGameType() === "wonder") { targets = gameState.getEnemyStructures(playerEnemy).filter(API3.Filters.byClass("Wonder")); if (targets.hasEntities()) return targets; } targets = gameState.getEnemyStructures(playerEnemy).filter(API3.Filters.byClass("CivCentre")); if (!targets.hasEntities()) targets = gameState.getEnemyStructures(playerEnemy).filter(API3.Filters.byClass("ConquestCritical")); // If there's nothing, attack anything else that's less critical if (!targets.hasEntities()) targets = gameState.getEnemyStructures(playerEnemy).filter(API3.Filters.byClass("Town")); if (!targets.hasEntities()) targets = gameState.getEnemyStructures(playerEnemy).filter(API3.Filters.byClass("Village")); // no buildings, attack anything conquest critical, even units if (!targets.hasEntities()) targets = gameState.getEnemyEntities(playerEnemy).filter(API3.Filters.byClass("ConquestCritical")); return targets; }; /** Rush target finder aims at isolated non-defended buildings */ m.AttackPlan.prototype.rushTargetFinder = function(gameState, playerEnemy) { let targets = new API3.EntityCollection(gameState.sharedScript); let buildings; if (playerEnemy !== undefined) buildings = gameState.getEnemyStructures(playerEnemy).toEntityArray(); else buildings = gameState.getEnemyStructures().toEntityArray(); if (!buildings.length) return targets; this.position = this.unitCollection.getCentrePosition(); if (!this.position) this.position = this.rallyPoint; let target; let minDist = Math.min(); for (let building of buildings) { if (building.owner() === 0) continue; if (building.hasDefensiveFire()) continue; let pos = building.position(); let defended = false; for (let defense of buildings) { if (!defense.hasDefensiveFire()) continue; let dist = API3.SquareVectorDistance(pos, defense.position()); if (dist < 6400) // TODO check on defense range rather than this fixed 80*80 { defended = true; break; } } if (defended) continue; let dist = API3.SquareVectorDistance(pos, this.position); if (dist > minDist) continue; minDist = dist; target = building; } if (target) targets.addEnt(target); if (!targets.hasEntities()) { if (this.type === "Attack") targets = this.defaultTargetFinder(gameState, playerEnemy); else if (this.type === "Rush" && playerEnemy) targets = this.rushTargetFinder(gameState); } return targets; }; /** Raid target finder aims at destructing foundations from which our defenseManager has attacked the builders */ m.AttackPlan.prototype.raidTargetFinder = function(gameState) { let targets = new API3.EntityCollection(gameState.sharedScript); for (let targetId of gameState.ai.HQ.defenseManager.targetList) { let target = gameState.getEntityById(targetId); if (target && target.position()) targets.addEnt(target); } return targets; }; /** * Check that we can have a path to this target * otherwise we may be blocked by walls and try to react accordingly * This is done only when attacker and target are on the same land */ m.AttackPlan.prototype.checkTargetObstruction = function(gameState, target, position) { let targetPos = target.position(); if (gameState.ai.accessibility.getAccessValue(targetPos) !== gameState.ai.accessibility.getAccessValue(position)) return target; let startPos = { "x": position[0], "y": position[1] }; let endPos = { "x": targetPos[0], "y": targetPos[1] }; let blocker; let path = Engine.ComputePath(startPos, endPos, gameState.getPassabilityClassMask("default")); if (!path.length) return undefined; let pathPos = [path[0].x, path[0].y]; let dist = API3.VectorDistance(pathPos, targetPos); let radius = target.obstructionRadius(); for (let struct of gameState.getEnemyStructures().values()) { if (!struct.position() || !struct.get("Obstruction") || struct.hasClass("Field")) continue; // we consider that we can reach the target, but nonetheless check that we did not cross any enemy gate if (dist < radius + 10 && !struct.hasClass("Gates")) continue; // Check that we are really blocked by this structure, i.e. advancing by 1+0.8(clearance)m // in the target direction would bring us inside its obstruction. let structPos = struct.position(); let x = pathPos[0] - structPos[0] + 1.8 * (targetPos[0] - pathPos[0]) / dist; let y = pathPos[1] - structPos[1] + 1.8 * (targetPos[1] - pathPos[1]) / dist; if (struct.get("Obstruction/Static")) { if (!struct.angle()) continue; let angle = struct.angle(); let width = +struct.get("Obstruction/Static/@width"); let depth = +struct.get("Obstruction/Static/@depth"); let cosa = Math.cos(angle); let sina = Math.sin(angle); let u = x * cosa - y * sina; let v = x * sina + y * cosa; if (Math.abs(u) < width/2 && Math.abs(v) < depth/2) { blocker = struct; break; } } else if (struct.get("Obstruction/Obstructions")) { if (!struct.angle()) continue; let angle = struct.angle(); let width = +struct.get("Obstruction/Obstructions/Door/@width"); let depth = +struct.get("Obstruction/Obstructions/Door/@depth"); let doorHalfWidth = width / 2; width += +struct.get("Obstruction/Obstructions/Left/@width"); depth = Math.max(depth, +struct.get("Obstruction/Obstructions/Left/@depth")); width += +struct.get("Obstruction/Obstructions/Right/@width"); depth = Math.max(depth, +struct.get("Obstruction/Obstructions/Right/@depth")); let cosa = Math.cos(angle); let sina = Math.sin(angle); let u = x * cosa - y * sina; let v = x * sina + y * cosa; if (Math.abs(u) < width/2 && Math.abs(v) < depth/2) { blocker = struct; break; } // check that the path does not cross this gate (could happen if not locked) for (let i = 1; i < path.length; ++i) { let u1 = (path[i-1].x - structPos[0]) * cosa - (path[i-1].y - structPos[1]) * sina; let v1 = (path[i-1].x - structPos[0]) * sina + (path[i-1].y - structPos[1]) * cosa; let u2 = (path[i].x - structPos[0]) * cosa - (path[i].y - structPos[1]) * sina; let v2 = (path[i].x - structPos[0]) * sina + (path[i].y - structPos[1]) * cosa; if (v1 * v2 < 0) { let u0 = (u1*v2 - u2*v1) / (v2-v1); if (Math.abs(u0) > doorHalfWidth) continue; blocker = struct; break; } } if (blocker) break; } else if (struct.get("Obstruction/Unit")) { let r = +this.get("Obstruction/Unit/@radius"); if (x*x + y*y < r*r) { blocker = struct; break; } } } if (blocker && blocker.hasClass("StoneWall")) { /* if (this.hasSiegeUnits(gameState)) { */ this.isBlocked = true; return blocker; /* } return undefined; */ } else if (blocker) { this.isBlocked = true; return blocker; } return target; }; m.AttackPlan.prototype.getPathToTarget = function(gameState) { let startAccess = gameState.ai.accessibility.getAccessValue(this.rallyPoint); let endAccess = gameState.ai.accessibility.getAccessValue(this.targetPos); if (startAccess != endAccess) return false; Engine.ProfileStart("AI Compute path"); let startPos = { "x": this.rallyPoint[0], "y": this.rallyPoint[1] }; let endPos = { "x": this.targetPos[0], "y": this.targetPos[1] }; let path = Engine.ComputePath(startPos, endPos, gameState.getPassabilityClassMask("large")); this.path = []; this.path.push(this.targetPos); for (let p in path) this.path.push([path[p].x, path[p].y]); this.path.push(this.rallyPoint); this.path.reverse(); // Change the rally point to something useful this.setRallyPoint(gameState); Engine.ProfileStop(); return true; }; /** Set rally point at the border of our territory */ m.AttackPlan.prototype.setRallyPoint = function(gameState) { for (let i = 0; i < this.path.length; ++i) { if (gameState.ai.HQ.territoryMap.getOwner(this.path[i]) === PlayerID) continue; if (i === 0) this.rallyPoint = this.path[0]; else if (i > 1 && gameState.ai.HQ.isDangerousLocation(gameState, this.path[i-1], 20)) { this.rallyPoint = this.path[i-2]; this.path.splice(0, i-2); } else { this.rallyPoint = this.path[i-1]; this.path.splice(0, i-1); } break; } }; /** * Executes the attack plan, after this is executed the update function will be run every turn * If we're here, it's because we have enough units. */ m.AttackPlan.prototype.StartAttack = function(gameState) { if (this.Config.debug > 1) API3.warn("start attack " + this.name + " with type " + this.type); // if our target was destroyed during preparation, choose a new one if (this.targetPlayer === undefined || !this.target || !gameState.getEntityById(this.target.id())) { if (!this.chooseTarget(gameState)) return false; } // check we have a target and a path. if (this.targetPos && (this.overseas || this.path)) { // erase our queue. This will stop any leftover unit from being trained. gameState.ai.queueManager.removeQueue("plan_" + this.name); gameState.ai.queueManager.removeQueue("plan_" + this.name + "_champ"); gameState.ai.queueManager.removeQueue("plan_" + this.name + "_siege"); for (let ent of this.unitCollection.values()) ent.setMetadata(PlayerID, "subrole", "walking"); this.unitCollection.setStance("aggressive"); if (gameState.ai.accessibility.getAccessValue(this.targetPos) === gameState.ai.accessibility.getAccessValue(this.rallyPoint)) { if (!this.path[0][0] || !this.path[0][1]) { if (this.Config.debug > 1) API3.warn("StartAttack: Problem with path " + uneval(this.path)); return false; } this.state = "walking"; this.unitCollection.move(this.path[0][0], this.path[0][1]); } else { this.state = "transporting"; let startIndex = gameState.ai.accessibility.getAccessValue(this.rallyPoint); let endIndex = gameState.ai.accessibility.getAccessValue(this.targetPos); let endPos = this.targetPos; // TODO require a global transport for the collection, // and put back its state to "walking" when the transport is finished for (let ent of this.unitCollection.values()) gameState.ai.HQ.navalManager.requireTransport(gameState, ent, startIndex, endIndex, endPos); } } else { gameState.ai.gameFinished = true; API3.warn("I do not have any target. So I'll just assume I won the game."); return false; } return true; }; /** Runs every turn after the attack is executed */ m.AttackPlan.prototype.update = function(gameState, events) { if (!this.unitCollection.hasEntities()) return 0; Engine.ProfileStart("Update Attack"); this.position = this.unitCollection.getCentrePosition(); let self = this; // we are transporting our units, let's wait // TODO instead of state "arrived", made a state "walking" with a new path if (this.state === "transporting") this.UpdateTransporting(gameState, events); if (this.state === "walking" && !this.UpdateWalking(gameState, events)) { Engine.ProfileStop(); return 0; } if (this.state === "arrived") { // let's proceed on with whatever happens now. this.state = ""; this.startingAttack = true; this.unitCollection.forEach( function (ent) { ent.stopMoving(); ent.setMetadata(PlayerID, "subrole", "attacking"); }); if (this.type === "Rush") // try to find a better target for rush { let newtarget = this.getNearestTarget(gameState, this.position); if (newtarget) { this.target = newtarget; this.targetPos = this.target.position(); } } } // basic state of attacking. if (this.state === "") { // First update the target and/or its position if needed if (!this.UpdateTarget(gameState, events)) { Engine.ProfileStop(); return false; } let time = gameState.ai.elapsedTime; for (let evt of events.Attacked) { if (!this.unitCollection.hasEntId(evt.target)) continue; let attacker = gameState.getEntityById(evt.attacker); if (!attacker || !attacker.position() || !attacker.hasClass("Unit")) continue; let ourUnit = gameState.getEntityById(evt.target); if (this.isSiegeUnit(gameState, ourUnit)) { // if our siege units are attacked, we'll send some units to deal with enemies. let collec = this.unitCollection.filter(API3.Filters.not(API3.Filters.byClass("Siege"))).filterNearest(ourUnit.position(), 5); for (let ent of collec.values()) { if (this.isSiegeUnit(gameState, ent)) // needed as mauryan elephants are not filtered out continue; ent.attack(attacker.id(), !this.noCapture.has(attacker.id())); ent.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time); } // And if this attacker is a non-ranged siege unit and our unit also, attack it if (this.isSiegeUnit(gameState, attacker) && attacker.hasClass("Melee") && ourUnit.hasClass("Melee")) { ourUnit.attack(attacker.id(), false); ourUnit.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time); } } else { if (this.isBlocked && !ourUnit.hasClass("Ranged") && attacker.hasClass("Ranged")) { // do not react if our melee units are attacked by ranged one and we are blocked by walls // TODO check that the attacker is from behind the wall continue; } else if (this.isSiegeUnit(gameState, attacker)) { // if our unit is attacked by a siege unit, we'll send some melee units to help it. let collec = this.unitCollection.filter(API3.Filters.byClass("Melee")).filterNearest(ourUnit.position(), 5); for (let ent of collec.values()) { ent.attack(attacker.id(), false); ent.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time); } } else { // if units are attacked, abandon their target (if it was a structure or a support) and retaliate // also if our unit is attacking a range unit and the attacker is a melee unit, retaliate let orderData = ourUnit.unitAIOrderData(); if (orderData && orderData.length && orderData[0].target) { if (orderData[0].target === attacker.id()) continue; let target = gameState.getEntityById(orderData[0].target); if (target && !target.hasClass("Structure") && !target.hasClass("Support")) { if (!target.hasClass("Ranged") || !attacker.hasClass("Melee")) continue; } } ourUnit.attack(attacker.id(), !this.noCapture.has(attacker.id())); ourUnit.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time); } } } let enemyUnits = gameState.getEnemyUnits(this.targetPlayer); let enemyStructures = gameState.getEnemyStructures(this.targetPlayer); // Count the number of times an enemy is targeted, to prevent all units to follow the same target let unitTargets = {}; for (let ent of this.unitCollection.values()) { if (ent.hasClass("Ship")) // TODO What to do with ships continue; let orderData = ent.unitAIOrderData(); if (!orderData || !orderData.length || !orderData[0].target) continue; let targetId = orderData[0].target; let target = gameState.getEntityById(targetId); if (!target || target.hasClass("Structure")) continue; if (!(targetId in unitTargets)) { if (this.isSiegeUnit(gameState, target) || target.hasClass("Hero")) unitTargets[targetId] = -8; else if (target.hasClass("Champion") || target.hasClass("Ship")) unitTargets[targetId] = -5; else unitTargets[targetId] = -3; } ++unitTargets[targetId]; } let veto = {}; for (let target in unitTargets) if (unitTargets[target] > 0) veto[target] = true; let targetClassesUnit; let targetClassesSiege; if (this.type === "Rush") targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Tower", "Fortress"], "vetoEntities": veto}; else { if (this.target.hasClass("Fortress")) targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall"], "vetoEntities": veto}; else if (this.target.hasClass("Palisade") || this.target.hasClass("StoneWall")) targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Fortress"], "vetoEntities": veto}; else targetClassesUnit = {"attack": ["Unit", "Structure"], "avoid": ["Palisade", "StoneWall", "Fortress"], "vetoEntities": veto}; } if (this.target.hasClass("Structure")) targetClassesSiege = {"attack": ["Structure"], "avoid": [], "vetoEntities": veto}; else targetClassesSiege = {"attack": ["Unit", "Structure"], "avoid": [], "vetoEntities": veto}; // do not loose time destroying buildings which do not help enemy's defense and can be easily captured later if (this.target.hasDefensiveFire()) { targetClassesUnit.avoid = targetClassesUnit.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Blacksmith"); targetClassesSiege.avoid = targetClassesSiege.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Blacksmith"); } if (this.unitCollUpdateArray === undefined || !this.unitCollUpdateArray.length) this.unitCollUpdateArray = this.unitCollection.toIdArray(); // Let's check a few units each time we update (currently 10) except when attack starts let lgth = (this.unitCollUpdateArray.length < 15 || this.startingAttack) ? this.unitCollUpdateArray.length : 10; for (let check = 0; check < lgth; check++) { let ent = gameState.getEntityById(this.unitCollUpdateArray[check]); if (!ent || !ent.position()) continue; let targetId; let orderData = ent.unitAIOrderData(); if (orderData && orderData.length && orderData[0].target) targetId = orderData[0].target; // update the order if needed let needsUpdate = false; let maybeUpdate = false; let siegeUnit = this.isSiegeUnit(gameState, ent); if (ent.isIdle()) needsUpdate = true; else if (siegeUnit && targetId) { let target = gameState.getEntityById(targetId); if (!target || gameState.isPlayerAlly(target.owner())) needsUpdate = true; else if (unitTargets[targetId] && unitTargets[targetId] > 0) { needsUpdate = true; --unitTargets[targetId]; } else if (!target.hasClass("Structure")) maybeUpdate = true; } else if (targetId) { let target = gameState.getEntityById(targetId); if (!target || gameState.isPlayerAlly(target.owner())) needsUpdate = true; else if (unitTargets[targetId] && unitTargets[targetId] > 0) { needsUpdate = true; --unitTargets[targetId]; } else if (target.hasClass("Structure") || (target.hasClass("Ship") && !ent.hasClass("Ship"))) maybeUpdate = true; else if (!ent.hasClass("Cavalry") && !ent.hasClass("Ranged") && target.hasClass("Female") && target.unitAIState().split(".")[1] == "FLEEING") maybeUpdate = true; } // don't update too soon if not necessary // and when not updating, we check if the unit is trying to capture and if it should continue if (!needsUpdate) { if (!maybeUpdate && this.CheckCapture(gameState, ent)) continue; let deltat = ent.unitAIState() === "INDIVIDUAL.COMBAT.APPROACHING" ? 10 : 5; let lastAttackPlanUpdateTime = ent.getMetadata(PlayerID, "lastAttackPlanUpdateTime"); if (lastAttackPlanUpdateTime && time - lastAttackPlanUpdateTime < deltat && this.CheckCapture(gameState, ent)) continue; } ent.setMetadata(PlayerID, "lastAttackPlanUpdateTime", time); let range = 60; let attackTypes = ent.attackTypes(); if (this.isBlocked) { if (attackTypes && attackTypes.indexOf("Ranged") !== -1) range = ent.attackRange("Ranged").max; else if (attackTypes && attackTypes.indexOf("Melee") !== -1) range = ent.attackRange("Melee").max; else range = 10; } else if (attackTypes && attackTypes.indexOf("Ranged") !== -1) range = 30 + ent.attackRange("Ranged").max; else if (ent.hasClass("Cavalry")) range += 30; range = range * range; let entIndex = gameState.ai.accessibility.getAccessValue(ent.position()); // Checking for gates if we're a siege unit. if (siegeUnit) { let mStruct = enemyStructures.filter(function (enemy) { if (!enemy.position() || (enemy.hasClass("StoneWall") && !ent.canAttackClass("StoneWall"))) return false; if (API3.SquareVectorDistance(enemy.position(), ent.position()) > range) return false; if (enemy.foundationProgress() === 0) return false; if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex) return false; return true; }).toEntityArray(); if (mStruct.length) { mStruct.sort(function (structa, structb) { let vala = structa.costSum(); if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) vala += 10000; else if (structa.hasDefensiveFire()) vala += 1000; else if (structa.hasClass("ConquestCritical")) vala += 200; let valb = structb.costSum(); if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) valb += 10000; else if (structb.hasDefensiveFire()) valb += 1000; else if (structb.hasClass("ConquestCritical")) valb += 200; return valb - vala; }); if (mStruct[0].hasClass("Gates")) ent.attack(mStruct[0].id(), false); else { let rand = Math.floor(Math.random() * mStruct.length * 0.2); let newTargetId = mStruct[rand].id(); ent.attack(newTargetId, !this.noCapture.has(newTargetId)); } } else { if (!ent.hasClass("Ranged")) { let targetClasses = {"attack": targetClassesSiege.attack, "avoid": targetClassesSiege.avoid.concat("Ship"), "vetoEntities": veto}; ent.attackMove(this.targetPos[0], this.targetPos[1], targetClasses); } else ent.attackMove(this.targetPos[0], this.targetPos[1], targetClassesSiege); } } else { let nearby = !ent.hasClass("Cavalry") && !ent.hasClass("Ranged"); let mUnit = enemyUnits.filter(function (enemy) { if (!enemy.position()) return false; if (enemy.hasClass("Animal")) return false; if (nearby && enemy.hasClass("Female") && enemy.unitAIState().split(".")[1] == "FLEEING") return false; let dist = API3.SquareVectorDistance(enemy.position(), ent.position()); if (dist > range) return false; if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex) return false; // if already too much units targeting this enemy, let's continue towards our main target if (veto[enemy.id()] && API3.SquareVectorDistance(self.targetPos, ent.position()) > 2500) return false; enemy.setMetadata(PlayerID, "distance", Math.sqrt(dist)); return true; }).toEntityArray(); if (mUnit.length !== 0) { mUnit.sort(function (unitA,unitB) { let vala = unitA.hasClass("Support") ? 50 : 0; if (ent.countersClasses(unitA.classes())) vala += 100; let valb = unitB.hasClass("Support") ? 50 : 0; if (ent.countersClasses(unitB.classes())) valb += 100; let distA = unitA.getMetadata(PlayerID, "distance"); let distB = unitB.getMetadata(PlayerID, "distance"); if( distA && distB) { vala -= distA; valb -= distB; } if (veto[unitA.id()]) vala -= 20000; if (veto[unitB.id()]) valb -= 20000; return valb - vala; }); let rand = Math.floor(Math.random() * mUnit.length * 0.1); let newTargetId = mUnit[rand].id(); ent.attack(newTargetId, !this.noCapture.has(newTargetId)); } else if (this.isBlocked) ent.attack(this.target.id(), false); else if (API3.SquareVectorDistance(this.targetPos, ent.position()) > 2500 ) { let targetClasses = targetClassesUnit; if (maybeUpdate && ent.unitAIState() === "INDIVIDUAL.COMBAT.APPROACHING") // we may be blocked by walls, attack everything { if (!ent.hasClass("Ranged") && !ent.hasClass("Ship")) targetClasses = {"attack": ["Unit", "Structure"], "avoid": ["Ship"], "vetoEntities": veto}; else targetClasses = {"attack": ["Unit", "Structure"], "vetoEntities": veto}; } else if (!ent.hasClass("Ranged") && !ent.hasClass("Ship")) targetClasses = {"attack": targetClassesUnit.attack, "avoid": targetClassesUnit.avoid.concat("Ship"), "vetoEntities": veto}; ent.attackMove(this.targetPos[0], this.targetPos[1], targetClasses); } else { let mStruct = enemyStructures.filter(function (enemy) { if (self.isBlocked && enemy.id() !== this.target.id()) return false; if (!enemy.position() || (enemy.hasClass("StoneWall") && !ent.canAttackClass("StoneWall"))) return false; if (API3.SquareVectorDistance(enemy.position(), ent.position()) > range) return false; if (gameState.ai.accessibility.getAccessValue(enemy.position()) !== entIndex) return false; return true; }).toEntityArray(); if (mStruct.length !== 0) { mStruct.sort(function (structa,structb) { let vala = structa.costSum(); if (structa.hasClass("Gates") && ent.canAttackClass("StoneWall")) vala += 10000; else if (structa.hasClass("ConquestCritical")) vala += 100; let valb = structb.costSum(); if (structb.hasClass("Gates") && ent.canAttackClass("StoneWall")) valb += 10000; else if (structb.hasClass("ConquestCritical")) valb += 100; return valb - vala; }); if (mStruct[0].hasClass("Gates")) ent.attack(mStruct[0].id(), false); else { let rand = Math.floor(Math.random() * mStruct.length * 0.2); let newTargetId = mStruct[rand].id(); ent.attack(newTargetId, !this.noCapture.has(newTargetId)); } } else if (needsUpdate) // really nothing let's try to help our nearest unit { let distmin = Math.min(); let attackerId; this.unitCollection.forEach( function (unit) { if (!unit.position()) return; if (unit.unitAIState().split(".")[1] !== "COMBAT" || !unit.unitAIOrderData().length || !unit.unitAIOrderData()[0].target) return; let dist = API3.SquareVectorDistance(unit.position(), ent.position()); if (dist > distmin) return; distmin = dist; attackerId = unit.unitAIOrderData()[0].target; }); if (attackerId) ent.attack(attackerId, !this.noCapture.has(attackerId)); } } } } this.unitCollUpdateArray.splice(0, lgth); this.startingAttack = false; // check if this enemy has resigned if (this.target && this.target.owner() === 0 && this.targetPlayer !== 0) this.target = undefined; } this.lastPosition = this.position; Engine.ProfileStop(); return this.unitCollection.length; }; m.AttackPlan.prototype.UpdateTransporting = function(gameState, events) { let done = true; for (let ent of this.unitCollection.values()) { if (this.Config.debug > 1 && ent.getMetadata(PlayerID, "transport") !== undefined) Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [2,2,0]}); else if (this.Config.debug > 1) Engine.PostCommand(PlayerID,{"type": "set-shading-color", "entities": [ent.id()], "rgb": [1,1,1]}); if (!done) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined) done = false; } if (done) { this.state = "arrived"; return; } // if we are attacked while waiting the rest of the army, retaliate for (let evt of events.Attacked) { if (!this.unitCollection.hasEntId(evt.target)) continue; let attacker = gameState.getEntityById(evt.attacker); if (!attacker || !gameState.getEntityById(evt.target)) continue; for (let ent of this.unitCollection.values()) { if (ent.getMetadata(PlayerID, "transport") !== undefined) continue; if (!ent.isIdle()) continue; ent.attack(attacker.id(), !this.noCapture.has(attacker.id())); } break; } }; m.AttackPlan.prototype.UpdateWalking = function(gameState, events) { // we're marching towards the target // Let's check if any of our unit has been attacked. // In case yes, we'll determine if we're simply off against an enemy army, a lone unit/building // or if we reached the enemy base. Different plans may react differently. let attackedNB = 0; let attackedUnitNB = 0; for (let evt of events.Attacked) { if (!this.unitCollection.hasEntId(evt.target)) continue; let attacker = gameState.getEntityById(evt.attacker); if (attacker && (attacker.owner() !== 0 || this.targetPlayer === 0)) { attackedNB++; if (attacker.hasClass("Unit")) attackedUnitNB++; } } // Are we arrived at destination ? if (attackedNB > 1 && (attackedUnitNB || this.hasSiegeUnits(gameState))) { if (gameState.ai.HQ.territoryMap.getOwner(this.position) === this.targetPlayer || attackedNB > 3) { this.state = "arrived"; return true; } } // basically haven't moved an inch: very likely stuck) if (API3.SquareVectorDistance(this.position, this.position5TurnsAgo) < 10 && this.path.length > 0 && gameState.ai.playedTurn % 5 === 0) { // check for stuck siege units let farthest = 0; let farthestEnt; for (let ent of this.unitCollection.filter(API3.Filters.byClass("Siege")).values()) { let dist = API3.SquareVectorDistance(ent.position(), this.position); if (dist < farthest) continue; farthest = dist; farthestEnt = ent; } if (farthestEnt) farthestEnt.destroy(); } if (gameState.ai.playedTurn % 5 === 0) this.position5TurnsAgo = this.position; if (this.lastPosition && API3.SquareVectorDistance(this.position, this.lastPosition) < 20 && this.path.length > 0) { if (!this.path[0][0] || !this.path[0][1]) API3.warn("Start: Problem with path " + uneval(this.path)); // We're stuck, presumably. Check if there are no walls just close to us. If so, we're arrived, and we're gonna tear down some serious stone. let nexttoWalls = false; for (let ent of gameState.getEnemyStructures().filter(API3.Filters.byClass("StoneWall")).values()) { if (!nexttoWalls && API3.SquareVectorDistance(this.position, ent.position()) < 800) nexttoWalls = true; } // there are walls but we can attack if (nexttoWalls && this.unitCollection.filter(API3.Filters.byCanAttack("StoneWall")).hasEntities()) { if (this.Config.debug > 1) API3.warn("Attack Plan " + this.type + " " + this.name + " has met walls and is not happy."); this.state = "arrived"; return true; } else if (nexttoWalls) // abort plan { if (this.Config.debug > 1) API3.warn("Attack Plan " + this.type + " " + this.name + " has met walls and gives up."); return false; } //this.unitCollection.move(this.path[0][0], this.path[0][1]); this.unitCollection.moveIndiv(this.path[0][0], this.path[0][1]); } // check if our units are close enough from the next waypoint. if (API3.SquareVectorDistance(this.position, this.targetPos) < 10000) { if (this.Config.debug > 1) API3.warn("Attack Plan " + this.type + " " + this.name + " has arrived to destination."); this.state = "arrived"; return true; } else if (this.path.length && API3.SquareVectorDistance(this.position, this.path[0]) < 1600) { this.path.shift(); if (this.path.length) this.unitCollection.move(this.path[0][0], this.path[0][1]); else { if (this.Config.debug > 1) API3.warn("Attack Plan " + this.type + " " + this.name + " has arrived to destination."); this.state = "arrived"; return true; } } return true; }; m.AttackPlan.prototype.UpdateTarget = function(gameState, events) { // First update the target position in case it's a unit (and check if it has garrisoned) if (this.target && this.target.hasClass("Unit")) { this.targetPos = this.target.position(); if (!this.targetPos) { let holder = m.getHolder(gameState, this.target); if (holder && gameState.isPlayerEnemy(holder.owner())) { this.target = holder; this.targetPos = holder.position(); } else this.target = undefined; } } // Then update the target if needed: if (this.targetPlayer === undefined || !gameState.isPlayerEnemy(this.targetPlayer)) { this.targetPlayer = gameState.ai.HQ.attackManager.getEnemyPlayer(gameState, this); if (this.targetPlayer === undefined) return false; if (this.target && this.target.owner() !== this.targetPlayer) this.target = undefined; } if (this.target && this.target.owner() === 0 && this.targetPlayer !== 0) // this enemy has resigned this.target = undefined; if (!this.target || !gameState.getEntityById(this.target.id())) { if (this.Config.debug > 1) API3.warn("Seems like our target has been destroyed. Switching."); this.target = this.getNearestTarget(gameState, this.position, true); if (!this.target) { // Check if we could help any current attack let attackManager = gameState.ai.HQ.attackManager; let accessIndex = gameState.ai.accessibility.getAccessValue(this.position); for (let attackType in attackManager.startedAttacks) { for (let attack of attackManager.startedAttacks[attackType]) { if (attack.name === this.name) continue; if (!attack.target || !gameState.getEntityById(attack.target.id())) continue; if (accessIndex !== gameState.ai.accessibility.getAccessValue(attack.targetPos)) continue; if (attack.target.owner() === 0 && attack.targetPlayer !== 0) // looks like it has resigned continue; if (!gameState.isPlayerEnemy(attack.targetPlayer)) continue; this.target = attack.target; this.targetPlayer = attack.targetPlayer; this.targetPos = this.target.position(); return true; } } // If not, let's look for another enemy if (!this.target) { this.targetPlayer = gameState.ai.HQ.attackManager.getEnemyPlayer(gameState, this); if (this.targetPlayer !== undefined) this.target = this.getNearestTarget(gameState, this.position, true); if (!this.target) { if (this.Config.debug > 1) API3.warn("No new target found. Remaining units " + this.unitCollection.length); return false; } } if (this.Config.debug > 1) API3.warn("We will help one of our other attacks"); } this.targetPos = this.target.position(); } return true; }; /** reset any units */ m.AttackPlan.prototype.Abort = function(gameState) { this.unitCollection.unregister(); if (this.unitCollection.hasEntities()) { // If the attack was started, and we are on the same land as the rallyPoint, go back there let rallyPoint = this.rallyPoint; let withdrawal = this.isStarted() && !this.overseas; for (let ent of this.unitCollection.values()) { if (ent.getMetadata(PlayerID, "role") === "attack") ent.stopMoving(); if (withdrawal) ent.move(rallyPoint[0], rallyPoint[1]); this.removeUnit(ent); } } for (let unitCat in this.unitStat) this.unit[unitCat].unregister(); gameState.ai.queueManager.removeQueue("plan_" + this.name); gameState.ai.queueManager.removeQueue("plan_" + this.name + "_champ"); gameState.ai.queueManager.removeQueue("plan_" + this.name + "_siege"); }; m.AttackPlan.prototype.removeUnit = function(ent, update) { if (ent.hasClass("CitizenSoldier") && ent.getMetadata(PlayerID, "role") !== "worker") { ent.setMetadata(PlayerID, "role", "worker"); ent.setMetadata(PlayerID, "subrole", undefined); } ent.setMetadata(PlayerID, "plan", -1); if (update) this.unitCollection.updateEnt(ent); }; m.AttackPlan.prototype.checkEvents = function(gameState, events) { for (let evt of events.EntityRenamed) { if (!this.target || this.target.id() != evt.entity) continue; this.target = gameState.getEntityById(evt.newentity); if (this.target) this.targetPos = this.target.position(); } for (let evt of events.OwnershipChanged) // capture event if (this.target && this.target.id() == evt.entity && gameState.isPlayerAlly(evt.to)) this.target = undefined; for (let evt of events.PlayerDefeated) { if (this.targetPlayer !== evt.playerId) continue; this.targetPlayer = gameState.ai.HQ.attackManager.getEnemyPlayer(gameState, this); this.target = undefined; } if (!this.overseas || this.state !== "unexecuted") return; // let's check if an enemy has built a structure at our access for (let evt of events.Create) { let ent = gameState.getEntityById(evt.entity); if (!ent || !ent.position() || !ent.hasClass("Structure")) continue; if (!gameState.isPlayerEnemy(ent.owner())) continue; let access = gameState.ai.accessibility.getAccessValue(ent.position()); for (let base of gameState.ai.HQ.baseManagers) { if (!base.anchor || !base.anchor.position()) continue; if (base.accessIndex !== access) continue; this.overseas = 0; this.rallyPoint = base.anchor.position(); } } }; m.AttackPlan.prototype.waitingForTransport = function() { for (let ent of this.unitCollection.values()) if (ent.getMetadata(PlayerID, "transport") !== undefined) return true; return false; }; m.AttackPlan.prototype.hasSiegeUnits = function(gameState) { for (let ent of this.unitCollection.values()) if (this.isSiegeUnit(gameState, ent)) return true; return false; }; m.AttackPlan.prototype.hasForceOrder = function(data, value) { for (let ent of this.unitCollection.values()) { if (data && +ent.getMetadata(PlayerID, data) !== value) continue; let orders = ent.unitAIOrderData(); for (let order of orders) if (order.force) return true; } return false; }; m.AttackPlan.prototype.isSiegeUnit = function(gameState, ent) { return ent.hasClass("Siege") || (ent.hasClass("Elephant") && ent.hasClass("Champion")); }; m.AttackPlan.prototype.debugAttack = function() { API3.warn("---------- attack " + this.name); for (let unitCat in this.unitStat) { let Unit = this.unitStat[unitCat]; API3.warn(unitCat + " num=" + this.unit[unitCat].length + " min=" + Unit.minSize + " need=" + Unit.targetSize); } API3.warn("------------------------------"); }; m.AttackPlan.prototype.ComputeCaptureStrength = function(gameState) { let strength = 0; for (let ent of this.unitCollection.values()) { let entStr = ent.captureStrength(); if (entStr) strength += entStr; } this.captureTime = gameState.ai.elapsedTime; this.captureStrength = strength; }; /** * returns true if the entity should continue its current order, otherwise false */ m.AttackPlan.prototype.CheckCapture = function(gameState, ent) { let state = ent.unitAIState(); if (!state || !state.split(".")[1] || state.split(".")[1] !== "COMBAT") return true; let orderData = ent.unitAIOrderData(); if (!orderData || !orderData.length || !orderData[0].target || !orderData[0].attackType || orderData[0].attackType !== "Capture") return true; let targetId = orderData[0].target; let target = gameState.getEntityById(targetId); if (!target) return false; if (this.noCapture.has(targetId)) { ent.attack(targetId, false); return true; } // Do not try to (re)capture an allied decaying structuring if (gameState.isPlayerAlly(target.owner())) return !target.decaying(); // For the time being, do not try to capture rams if (target.hasClass("Siege") && target.hasClass("Melee")) { this.noCapture.add(targetId); ent.attack(targetId, false); return true; } // TODO need to know how many units are currently capturing this target // For the time being, we check on our full army if (gameState.ai.elapsedTime > this.captureTime + 4) this.ComputeCaptureStrength(gameState); let antiCapture = target.defaultRegenRate(); if (target.isGarrisonHolder() && target.garrisoned()) antiCapture += target.garrisonRegenRate() * target.garrisoned().length; if (target.decaying()) antiCapture -= target.territoryDecayRate(); if (antiCapture >= this.captureStrength) { this.noCapture.add(targetId); ent.attack(targetId, false); return true; } // If the structure has defensive fire, require a minimal army size if (target.hasDefensiveFire() && target.isGarrisonHolder() && target.garrisoned() && this.unitCollection.length < 2*target.garrisoned().length) { this.noCapture.add(targetId); ent.attack(targetId, false); return true; } return true; }; m.AttackPlan.prototype.Serialize = function() { let properties = { "name": this.name, "type": this.type, "state": this.state, "rallyPoint": this.rallyPoint, "overseas": this.overseas, "paused": this.paused, "maxCompletingTime": this.maxCompletingTime, "neededShips": this.neededShips, "unitStat": this.unitStat, "position5TurnsAgo": this.position5TurnsAgo, "lastPosition": this.lastPosition, "position": this.position, "captureStrength": this.captureStrength, "captureTime": this.captureTime, "noCapture": this.noCapture, "isBlocked": this.isBlocked, "targetPlayer": this.targetPlayer, "target": this.target !== undefined ? this.target.id() : undefined, "targetPos": this.targetPos, "path": this.path }; return { "properties": properties}; }; m.AttackPlan.prototype.Deserialize = function(gameState, data) { for (let key in data.properties) this[key] = data.properties[key]; if (this.target) this.target = gameState.getEntityById(this.target); this.failed = undefined; }; return m; }(PETRA); Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/defenseManager.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/ai/petra/defenseManager.js (revision 18730) +++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/defenseManager.js (revision 18731) @@ -1,704 +1,739 @@ var PETRA = function(m) { m.DefenseManager = function(Config) { this.armies = []; // array of "army" Objects this.Config = Config; this.targetList = []; this.armyMergeSize = this.Config.Defense.armyMergeSize; this.attackingArmies = {}; // stats on how many enemies are currently attacking our allies this.attackingUnits = {}; this.attackedAllies = {}; }; m.DefenseManager.prototype.update = function(gameState, events) { Engine.ProfileStart("Defense Manager"); this.territoryMap = gameState.ai.HQ.territoryMap; this.checkEvents(gameState, events); // Check if our potential targets are still valid for (let i = 0; i < this.targetList.length; ++i) { let target = gameState.getEntityById(this.targetList[i]); if (!target || !target.position() || !gameState.isPlayerEnemy(target.owner())) this.targetList.splice(i--, 1); } // Count the number of enemies attacking our allies in the previous turn // We'll be more cooperative if several enemies are attacking him simultaneously this.attackedAllies = {}; let attackingArmies = clone(this.attackingArmies); for (let enemy in this.attackingUnits) { if (!this.attackingUnits[enemy]) continue; for (let ally in this.attackingUnits[enemy]) { if (this.attackingUnits[enemy][ally] < 8) continue; if (attackingArmies[enemy] === undefined) attackingArmies[enemy] = {}; if (attackingArmies[enemy][ally] === undefined) attackingArmies[enemy][ally] = 0; attackingArmies[enemy][ally] += 1; } } for (let enemy in attackingArmies) { for (let ally in attackingArmies[enemy]) { if (this.attackedAllies[ally] === undefined) this.attackedAllies[ally] = 0; this.attackedAllies[ally] += 1; } } this.checkEnemyArmies(gameState); this.checkEnemyUnits(gameState); this.assignDefenders(gameState); Engine.ProfileStop(); }; m.DefenseManager.prototype.makeIntoArmy = function(gameState, entityID) { // Try to add it to an existing army. for (let army of this.armies) if (!army.isCapturing(gameState) && army.addFoe(gameState, entityID)) return; // over // Create a new army for it. let army = new m.DefenseArmy(gameState, [], [entityID]); this.armies.push(army); }; m.DefenseManager.prototype.getArmy = function(partOfArmy) { // Find the army corresponding to this ID partOfArmy for (let army of this.armies) if (army.ID === partOfArmy) return army; return undefined; }; m.DefenseManager.prototype.isDangerous = function(gameState, entity) { if (!entity.position()) return false; let territoryOwner = this.territoryMap.getOwner(entity.position()); if (territoryOwner !== 0 && !gameState.isPlayerAlly(territoryOwner)) return false; // check if the entity is trying to build a new base near our buildings, // and if yes, add this base in our target list if (entity.unitAIState() && entity.unitAIState() == "INDIVIDUAL.REPAIR.REPAIRING") { let targetId = entity.unitAIOrderData()[0].target; if (this.targetList.indexOf(targetId) !== -1) return true; let target = gameState.getEntityById(targetId); if (target) { let isTargetEnemy = gameState.isPlayerEnemy(target.owner()); if (isTargetEnemy && territoryOwner === PlayerID) { if (target.hasClass("Structure")) this.targetList.push(targetId); return true; } else if (isTargetEnemy && target.hasClass("CivCentre")) { let myBuildings = gameState.getOwnStructures(); for (let building of myBuildings.values()) { if (API3.SquareVectorDistance(building.position(), entity.position()) > 30000) continue; this.targetList.push(targetId); return true; } } } } if (entity.attackTypes() === undefined || entity.hasClass("Support")) return false; let dist2Min = 6000; // TODO the 30 is to take roughly into account the structure size in following checks. Can be improved if (entity.attackTypes().indexOf("Ranged") !== -1) dist2Min = (entity.attackRange("Ranged").max + 30) * (entity.attackRange("Ranged").max + 30); for (let targetId of this.targetList) { let target = gameState.getEntityById(targetId); if (!target || !target.position()) // the enemy base is either destroyed or built continue; if (API3.SquareVectorDistance(target.position(), entity.position()) < dist2Min) return true; } let ccEnts = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")); for (let cc of ccEnts.values()) { if (!gameState.isEntityExclusiveAlly(cc)) continue; let cooperation = this.GetCooperationLevel(cc); if (cooperation < 0.6 && cc.foundationProgress() !== undefined) continue; if (cooperation < 0.3) continue; if (API3.SquareVectorDistance(cc.position(), entity.position()) < dist2Min) return true; } let myBuildings = gameState.getOwnStructures(); for (let building of myBuildings.values()) { if (building.foundationProgress() === 0) continue; if (API3.SquareVectorDistance(building.position(), entity.position()) < dist2Min) return true; } // Update the number of enemies attacking this ally if (gameState.isPlayerMutualAlly(territoryOwner)) { let enemy = entity.owner(); if (this.attackingUnits[enemy] === undefined) this.attackingUnits[enemy] = {}; if (this.attackingUnits[enemy][territoryOwner] === undefined) this.attackingUnits[enemy][territoryOwner] = 0; this.attackingUnits[enemy][territoryOwner] += 1; } return false; }; m.DefenseManager.prototype.checkEnemyUnits = function(gameState) { const nbPlayers = gameState.sharedScript.playersData.length; let i = gameState.ai.playedTurn % nbPlayers; this.attackingUnits[i] = undefined; if (i === PlayerID) { if (!this.armies.length) { // check if we can recover capture points from any of our notdecaying structures for (let ent of gameState.getOwnStructures().values()) { if (ent.decaying()) continue; let capture = ent.capturePoints(); if (capture === undefined) continue; let lost = 0; for (let j = 0; j < capture.length; ++j) if (gameState.isPlayerEnemy(j)) lost += capture[j]; if (lost < Math.ceil(0.25 * capture[i])) continue; this.makeIntoArmy(gameState, ent.id()); break; } } return; } else if (!gameState.isPlayerEnemy(i)) return; // loop through enemy units for (let ent of gameState.getEnemyUnits(i).values()) { if (ent.getMetadata(PlayerID, "PartOfArmy") !== undefined) continue; // keep animals attacking us or our allies if (ent.hasClass("Animal")) { if (!ent.unitAIState() || ent.unitAIState().split(".")[1] !== "COMBAT") continue; let orders = ent.unitAIOrderData(); if (!orders || !orders.length || !orders[0].target) continue; let target = gameState.getEntityById(orders[0].target); if (!target || !gameState.isPlayerAlly(target.owner())) continue; } // TODO what to do for ships ? if (ent.hasClass("Ship") || ent.hasClass("Trader")) continue; // check if unit is dangerous "a priori" if (this.isDangerous(gameState, ent)) this.makeIntoArmy(gameState, ent.id()); } if (i !== 0 || this.armies.length > 1 || gameState.ai.HQ.numActiveBase() === 0) return; // look for possible gaia buildings inside our territory (may happen when enemy resign or after structure decay) // and attack it only if useful (and capturable) or dangereous for (let ent of gameState.getEnemyStructures(i).values()) { if (!ent.position() || ent.getMetadata(PlayerID, "PartOfArmy") !== undefined) continue; if (!ent.capturePoints() && !ent.hasDefensiveFire()) continue; let owner = this.territoryMap.getOwner(ent.position()); if (owner === PlayerID) this.makeIntoArmy(gameState, ent.id()); } }; m.DefenseManager.prototype.checkEnemyArmies = function(gameState) { for (let i = 0; i < this.armies.length; ++i) { let army = this.armies[i]; // this returns a list of IDs: the units that broke away from the army for being too far. let breakaways = army.update(gameState); for (let breaker of breakaways) this.makeIntoArmy(gameState, breaker); // assume dangerosity if (army.getState() === 0) { army.clear(gameState); this.armies.splice(i--,1); continue; } } // Check if we can't merge it with another for (let i = 0; i < this.armies.length - 1; ++i) { let army = this.armies[i]; if (army.isCapturing(gameState)) continue; for (let j = i+1; j < this.armies.length; ++j) { let otherArmy = this.armies[j]; if (otherArmy.isCapturing(gameState) || API3.SquareVectorDistance(army.foePosition, otherArmy.foePosition) > this.armyMergeSize) continue; // no need to clear here. army.merge(gameState, otherArmy); this.armies.splice(j--,1); } } if (gameState.ai.playedTurn % 5 !== 0) return; // Check if any army is no more dangerous (possibly because it has defeated us and destroyed our base) this.attackingArmies = {}; for (let i = 0; i < this.armies.length; ++i) { let army = this.armies[i]; army.recalculatePosition(gameState); let owner = this.territoryMap.getOwner(army.foePosition); if (!gameState.isPlayerEnemy(owner)) { if (gameState.isPlayerMutualAlly(owner)) { // update the number of enemies attacking this ally for (let id of army.foeEntities) { let ent = gameState.getEntityById(id); if (!ent) continue; let enemy = ent.owner(); if (this.attackingArmies[enemy] === undefined) this.attackingArmies[enemy] = {}; if (this.attackingArmies[enemy][owner] === undefined) this.attackingArmies[enemy][owner] = 0; this.attackingArmies[enemy][owner] += 1; break; } } continue; } else if (owner !== 0) // enemy army back in its territory { army.clear(gameState); this.armies.splice(i--,1); continue; } // army in neutral territory // TODO check smaller distance with all our buildings instead of only ccs with big distance let stillDangerous = false; let bases = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")); for (let base of bases.values()) { if (!gameState.isEntityAlly(base)) continue; let cooperation = this.GetCooperationLevel(base); if (cooperation < 0.3 && !gameState.isEntityOwn(base)) continue; if (API3.SquareVectorDistance(base.position(), army.foePosition) > 40000) continue; if(this.Config.debug > 1) API3.warn("army in neutral territory, but still near one of our CC"); stillDangerous = true; break; } if (stillDangerous) continue; army.clear(gameState); this.armies.splice(i--,1); } }; m.DefenseManager.prototype.assignDefenders = function(gameState) { if (this.armies.length === 0) return; let armiesNeeding = []; // let's add defenders for (let army of this.armies) { let needsDef = army.needsDefenders(gameState); if (needsDef === false) continue; // Okay for now needsDef is the total needed strength. // we're dumb so we don't choose if we have a defender shortage. armiesNeeding.push( {"army": army, "need": needsDef} ); } if (armiesNeeding.length === 0) return; // let's get our potential units let potentialDefenders = []; gameState.getOwnUnits().forEach(function(ent) { if (!ent.position()) return; if (ent.getMetadata(PlayerID, "plan") === -2 || ent.getMetadata(PlayerID, "plan") === -3) return; if (ent.hasClass("Support") || ent.attackTypes() === undefined) return; if (ent.hasClass("Siege") && !ent.hasClass("Melee")) return; if (ent.hasClass("FishingBoat") || ent.hasClass("Trader")) return; if (ent.getMetadata(PlayerID, "transport") !== undefined || ent.getMetadata(PlayerID, "transporter") !== undefined) return; + if (gameState.getGameType() === "regicide" && ent.hasClass("Hero") && ent.healthLevel() < 0.8) + return; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) { let subrole = ent.getMetadata(PlayerID, "subrole"); if (subrole && (subrole === "completing" || subrole === "walking" || subrole === "attacking")) return; } potentialDefenders.push(ent.id()); }); for (let a = 0; a < armiesNeeding.length; ++a) armiesNeeding[a].army.recalculatePosition(gameState); for (let i = 0; i < potentialDefenders.length; ++i) { let ent = gameState.getEntityById(potentialDefenders[i]); if (!ent.position()) continue; let aMin; let distMin; for (let a = 0; a < armiesNeeding.length; ++a) { let dist = API3.SquareVectorDistance(ent.position(), armiesNeeding[a].army.foePosition); if (aMin !== undefined && dist > distMin) continue; aMin = a; distMin = dist; } // if outside our territory (helping an ally or attacking a cc foundation), keep some troops in backup if (i < 12 && this.territoryMap.getOwner(armiesNeeding[aMin].army.foePosition) !== PlayerID) continue; armiesNeeding[aMin].need -= m.getMaxStrength(ent); armiesNeeding[aMin].army.addOwn(gameState, potentialDefenders[i]); armiesNeeding[aMin].army.assignUnit(gameState, potentialDefenders[i]); if (armiesNeeding[aMin].need <= 0) armiesNeeding.splice(aMin, 1); if (!armiesNeeding.length) break; } if (!armiesNeeding.length) return; // If shortage of defenders, produce infantry garrisoned in nearest civil centre let armiesPos = []; for (let a = 0; a < armiesNeeding.length; ++a) armiesPos.push(armiesNeeding[a].army.foePosition); gameState.ai.HQ.trainEmergencyUnits(gameState, armiesPos); }; m.DefenseManager.prototype.abortArmy = function(gameState, army) { army.clear(gameState); for (let i = 0; i < this.armies.length; ++i) { if (this.armies[i].ID !== army.ID) continue; this.armies.splice(i, 1); break; } }; /** * If our defense structures are attacked, garrison soldiers inside when possible * and if a support unit is attacked and has less than 55% health, garrison it inside the nearest healing structure * and if a ranged siege unit (not used for defense) is attacked, garrison it in the nearest fortress */ m.DefenseManager.prototype.checkEvents = function(gameState, events) { // must be called every turn for all armies for (let army of this.armies) army.checkEvents(gameState, events); for (let evt of events.Attacked) { let target = gameState.getEntityById(evt.target); if (!target || !gameState.isEntityOwn(target) || !target.position()) continue; // If attacked by one of our allies (he must trying to recover capture points), do not react let attacker = gameState.getEntityById(evt.attacker); if (attacker && gameState.isEntityAlly(attacker)) continue; if (target.hasClass("Ship")) // TODO integrate ships later need to be sure it is accessible continue; - // If inside a started attack plan, let the plan deal with this unit let plan = target.getMetadata(PlayerID, "plan"); + + // Retreat the hero in regicide mode if wounded + if (gameState.getGameType() == "regicide" && target.hasClass("Hero") && target.healthLevel() < 0.7) + { + target.stopMoving(); + + if (plan >= 0) + { + let attackPlan = gameState.ai.HQ.attackManager.getPlan(target.getMetadata(PlayerID, "plan")); + if (attackPlan) + attackPlan.removeUnit(target, true); + } + + if (target.getMetadata(PlayerID, "PartOfArmy")) + { + let army = gameState.ai.HQ.defenseManager.getArmy(target.getMetadata(PlayerID, "PartOfArmy")); + if (army) + army.removeOwn(gameState, target.id()); + } + + this.garrisonUnitForHealing(gameState, target); + + if (plan >= 0) // couldn't find a place to garrison, so the hero will flee from attacks + { + target.setStance("passive"); + let accessIndex = gameState.ai.accessibility.getAccessValue(target.position()); + let basePos = m.getBestBase(gameState, target); + if (basePos && basePos.accessIndex == accessIndex) + target.move(basePos.anchor.position()[0], basePos.anchor.position()[1]); + } + continue; + } + + // If inside a started attack plan, let the plan deal with this unit if (plan !== undefined && plan >= 0) { let attack = gameState.ai.HQ.attackManager.getPlan(plan); if (attack && attack.state !== "unexecuted") continue; } // Signal this attacker to our defense manager, except if we are in enemy territory // TODO treat ship attack if (attacker && attacker.position() && attacker.getMetadata(PlayerID, "PartOfArmy") === undefined && !attacker.hasClass("Structure") && !attacker.hasClass("Ship")) { let territoryOwner = this.territoryMap.getOwner(attacker.position()); if (territoryOwner === 0 || gameState.isPlayerAlly(territoryOwner)) this.makeIntoArmy(gameState, attacker.id()); } if (target.getMetadata(PlayerID, "PartOfArmy") !== undefined) { let army = this.getArmy(target.getMetadata(PlayerID, "PartOfArmy")); if (army.isCapturing(gameState)) { let abort = false; // if one of the units trying to capture a structure is attacked, // abort the army so that the unit can defend itself if (army.ownEntities.indexOf(target.id()) !== -1) abort = true; else if (army.foeEntities[0] === target.id() && target.owner() === PlayerID) { // else we may be trying to regain some capture point from one of our structure abort = true; let capture = target.capturePoints(); for (let j = 0; j < capture.length; ++j) { if (!gameState.isPlayerEnemy(j) || capture[j] === 0) continue; abort = false; break; } } if (abort) this.abortArmy(gameState, army); } continue; } // try to garrison any attacked support unit if low healthlevel if (target.hasClass("Support") && target.healthLevel() < 0.55 && !target.getMetadata(PlayerID, "transport") && plan !== -2 && plan !== -3) { this.garrisonUnitForHealing(gameState, target); continue; } // try to garrison any attacked range siege unit if (target.hasClass("Siege") && !target.hasClass("Melee") && !target.getMetadata(PlayerID, "transport") && plan !== -2 && plan !== -3) { this.garrisonSiegeUnit(gameState, target); continue; } if (!attacker || !attacker.position()) continue; if (target.isGarrisonHolder() && target.getArrowMultiplier()) this.garrisonRangedUnitsInside(gameState, target, {"attacker": attacker}); } }; m.DefenseManager.prototype.garrisonRangedUnitsInside = function(gameState, target, data) { let minGarrison = data.min ? data.min : target.garrisonMax(); let typeGarrison = data.type ? data.type : "protection"; if (gameState.ai.HQ.garrisonManager.numberOfGarrisonedUnits(target) >= minGarrison) return; if (target.hitpoints() < target.garrisonEjectHealth() * target.maxHitpoints()) return; if (data.attacker) { let attackTypes = target.attackTypes(); if (!attackTypes || attackTypes.indexOf("Ranged") === -1) return; let dist = API3.SquareVectorDistance(data.attacker.position(), target.position()); let range = target.attackRange("Ranged").max; if (dist >= range*range) return; } let index = gameState.ai.accessibility.getAccessValue(target.position()); let garrisonManager = gameState.ai.HQ.garrisonManager; let garrisonArrowClasses = target.getGarrisonArrowClasses(); let units = gameState.getOwnUnits().filter(ent => MatchesClassList(garrisonArrowClasses, ent.classes())).filterNearest(target.position()); for (let ent of units.values()) { if (garrisonManager.numberOfGarrisonedUnits(target) >= minGarrison) break; if (!ent.position()) continue; if (ent.getMetadata(PlayerID, "transport") !== undefined) continue; if (ent.getMetadata(PlayerID, "plan") === -2 || ent.getMetadata(PlayerID, "plan") === -3) continue; if (ent.getMetadata(PlayerID, "plan") !== undefined && ent.getMetadata(PlayerID, "plan") !== -1) { let subrole = ent.getMetadata(PlayerID, "subrole"); if (subrole && (subrole === "completing" || subrole === "walking" || subrole === "attacking")) continue; } if (gameState.ai.accessibility.getAccessValue(ent.position()) !== index) continue; garrisonManager.garrison(gameState, ent, target, typeGarrison); } }; /** garrison a attacked siege ranged unit inside the nearest fortress */ m.DefenseManager.prototype.garrisonSiegeUnit = function(gameState, unit) { let distmin = Math.min(); let nearest; let unitAccess = gameState.ai.accessibility.getAccessValue(unit.position()); let garrisonManager = gameState.ai.HQ.garrisonManager; gameState.getAllyStructures().forEach(function(ent) { if (!MatchesClassList(ent.garrisonableClasses(), unit.classes())) return; if (garrisonManager.numberOfGarrisonedUnits(ent) >= ent.garrisonMax()) return; if (ent.hitpoints() < ent.garrisonEjectHealth() * ent.maxHitpoints()) return; let entAccess = ent.getMetadata(PlayerID, "access"); if (!entAccess) { entAccess = gameState.ai.accessibility.getAccessValue(ent.position()); ent.setMetadata(PlayerID, "access", entAccess); } if (entAccess !== unitAccess) return; let dist = API3.SquareVectorDistance(ent.position(), unit.position()); if (dist > distmin) return; distmin = dist; nearest = ent; }); if (nearest) garrisonManager.garrison(gameState, unit, nearest, "protection"); }; /** garrison a hurt unit inside the nearest healing structure */ m.DefenseManager.prototype.garrisonUnitForHealing = function(gameState, unit) { let distmin = Math.min(); let nearest; let unitAccess = gameState.ai.accessibility.getAccessValue(unit.position()); let garrisonManager = gameState.ai.HQ.garrisonManager; gameState.getAllyStructures().forEach(function(ent) { if (!ent.buffHeal()) return; if (!MatchesClassList(ent.garrisonableClasses(), unit.classes())) return; if (garrisonManager.numberOfGarrisonedUnits(ent) >= ent.garrisonMax()) return; if (ent.hitpoints() < ent.garrisonEjectHealth() * ent.maxHitpoints()) return; let entAccess = ent.getMetadata(PlayerID, "access"); if (!entAccess) { entAccess = gameState.ai.accessibility.getAccessValue(ent.position()); ent.setMetadata(PlayerID, "access", entAccess); } if (entAccess !== unitAccess) return; let dist = API3.SquareVectorDistance(ent.position(), unit.position()); if (dist > distmin) return; distmin = dist; nearest = ent; }); if (nearest) garrisonManager.garrison(gameState, unit, nearest, "protection"); }; /** * Be more inclined to help an ally attacked by several enemies */ m.DefenseManager.prototype.GetCooperationLevel = function(ent) { let ally = ent.owner(); let cooperation = this.Config.personality.cooperative; if (this.attackedAllies[ally] && this.attackedAllies[ally] > 1) cooperation += 0.2 * (this.attackedAllies[ally] - 1); return cooperation; }; m.DefenseManager.prototype.Serialize = function() { let properties = { "targetList" : this.targetList, "armyMergeSize": this.armyMergeSize, "attackingUnits": this.attackingUnits, "attackingArmies": this.attackingArmies, "attackedAllies": this.attackedAllies }; let armies = []; for (let army of this.armies) armies.push(army.Serialize()); return { "properties": properties, "armies": armies }; }; m.DefenseManager.prototype.Deserialize = function(gameState, data) { for (let key in data.properties) this[key] = data.properties[key]; this.armies = []; for (let dataArmy of data.armies) { let army = new m.DefenseArmy(gameState, [], []); army.Deserialize(dataArmy); this.armies.push(army); } }; return m; }(PETRA);