Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js (revision 21751) +++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js (revision 21752) @@ -1,2900 +1,2898 @@ var PETRA = function(m) { /** * Headquarters * Deal with high level logic for the AI. Most of the interesting stuff gets done here. * Some tasks: * -defining RESS needs * -BO decisions. * > training workers * > building stuff (though we'll send that to bases) * -picking strategy (specific manager?) * -diplomacy -> diplomacyManager * -planning attacks -> attackManager * -picking new CC locations. */ m.HQ = function(Config) { this.Config = Config; this.phasing = 0; // existing values: 0 means no, i > 0 means phasing towards phase i // Cache various quantities. this.turnCache = {}; this.lastFailedGather = {}; this.firstBaseConfig = false; this.currentBase = 0; // Only one base (from baseManager) is run every turn. // Workers configuration this.targetNumWorkers = this.Config.Economy.targetNumWorkers; this.supportRatio = this.Config.Economy.supportRatio; this.fortStartTime = 180; // sentry defense towers, will start at fortStartTime + towerLapseTime this.towerStartTime = 0; // stone defense towers, will start as soon as available this.towerLapseTime = this.Config.Military.towerLapseTime; this.fortressStartTime = 0; // will start as soon as available this.fortressLapseTime = this.Config.Military.fortressLapseTime; this.extraTowers = Math.round(Math.min(this.Config.difficulty, 3) * this.Config.personality.defensive); this.extraFortresses = Math.round(Math.max(Math.min(this.Config.difficulty - 1, 2), 0) * this.Config.personality.defensive); this.baseManagers = []; this.attackManager = new m.AttackManager(this.Config); this.buildManager = new m.BuildManager(); this.defenseManager = new m.DefenseManager(this.Config); this.tradeManager = new m.TradeManager(this.Config); this.navalManager = new m.NavalManager(this.Config); this.researchManager = new m.ResearchManager(this.Config); this.diplomacyManager = new m.DiplomacyManager(this.Config); this.garrisonManager = new m.GarrisonManager(this.Config); this.victoryManager = new m.VictoryManager(this.Config); this.capturableTargets = new Map(); this.capturableTargetsTime = 0; }; /** More initialisation for stuff that needs the gameState */ m.HQ.prototype.init = function(gameState, queues) { this.territoryMap = m.createTerritoryMap(gameState); // initialize base map. Each pixel is a base ID, or 0 if not or not accessible this.basesMap = new API3.Map(gameState.sharedScript, "territory"); // create borderMap: flag cells on the border of the map // then this map will be completed with our frontier in updateTerritories this.borderMap = m.createBorderMap(gameState); // list of allowed regions this.landRegions = {}; // try to determine if we have a water map this.navalMap = false; this.navalRegions = {}; this.treasures = gameState.getEntities().filter(ent => { let type = ent.resourceSupplyType(); return type && type.generic == "treasure"; }); this.treasures.registerUpdates(); this.currentPhase = gameState.currentPhase(); this.decayingStructures = new Set(); }; /** * initialization needed after deserialization (only called when deserialization) */ m.HQ.prototype.postinit = function(gameState) { // Rebuild the base maps from the territory indices of each base this.basesMap = new API3.Map(gameState.sharedScript, "territory"); for (let base of this.baseManagers) for (let j of base.territoryIndices) this.basesMap.map[j] = base.ID; for (let ent of gameState.getOwnEntities().values()) { if (!ent.resourceDropsiteTypes() || !ent.hasClass("Structure")) continue; // Entities which have been built or have changed ownership after the last AI turn have no base. // they will be dealt with in the next checkEvents let baseID = ent.getMetadata(PlayerID, "base"); if (baseID === undefined) continue; let base = this.getBaseByID(baseID); base.assignResourceToDropsite(gameState, ent); } this.updateTerritories(gameState); }; /** * Create a new base in the baseManager: * If an existing one without anchor already exist, use it. * Otherwise create a new one. * TODO when buildings, criteria should depend on distance * allowedType: undefined => new base with an anchor * "unconstructed" => new base with a foundation anchor * "captured" => captured base with an anchor * "anchorless" => anchorless base, currently with dock */ m.HQ.prototype.createBase = function(gameState, ent, type) { let access = m.getLandAccess(gameState, ent); let newbase; for (let base of this.baseManagers) { if (base.accessIndex != access) continue; if (type != "anchorless" && base.anchor) continue; if (type != "anchorless") { // TODO we keep the fisrt one, we should rather use the nearest if buildings // and possibly also cut on distance newbase = base; break; } else { // TODO here also test on distance instead of first if (newbase && !base.anchor) continue; newbase = base; if (newbase.anchor) break; } } if (this.Config.debug > 0) { API3.warn(" ----------------------------------------------------------"); API3.warn(" HQ createBase entrance avec access " + access + " and type " + type); API3.warn(" with access " + uneval(this.baseManagers.map(base => base.accessIndex)) + " and base nbr " + uneval(this.baseManagers.map(base => base.ID)) + " and anchor " + uneval(this.baseManagers.map(base => !!base.anchor))); } if (!newbase) { newbase = new m.BaseManager(gameState, this.Config); newbase.init(gameState, type); this.baseManagers.push(newbase); } else newbase.reset(type); if (type != "anchorless") newbase.setAnchor(gameState, ent); else newbase.setAnchorlessEntity(gameState, ent); return newbase; }; /** * returns the sea index linking regions 1 and region 2 (supposed to be different land region) * otherwise return undefined * for the moment, only the case land-sea-land is supported */ m.HQ.prototype.getSeaBetweenIndices = function(gameState, index1, index2) { let path = gameState.ai.accessibility.getTrajectToIndex(index1, index2); if (path && path.length == 3 && gameState.ai.accessibility.regionType[path[1]] == "water") return path[1]; if (this.Config.debug > 1) { API3.warn("bad path from " + index1 + " to " + index2 + " ??? " + uneval(path)); API3.warn(" regionLinks start " + uneval(gameState.ai.accessibility.regionLinks[index1])); API3.warn(" regionLinks end " + uneval(gameState.ai.accessibility.regionLinks[index2])); } return undefined; }; /** TODO check if the new anchorless bases should be added to addBase */ m.HQ.prototype.checkEvents = function(gameState, events) { let addBase = false; this.buildManager.checkEvents(gameState, events); if (events.TerritoriesChanged.length || events.DiplomacyChanged.length) this.updateTerritories(gameState); for (let evt of events.DiplomacyChanged) { if (evt.player != PlayerID && evt.otherPlayer != PlayerID) continue; // Reset the entities collections which depend on diplomacy gameState.resetOnDiplomacyChanged(); break; } for (let evt of events.Destroy) { // Let's check we haven't lost an important building here. if (evt && !evt.SuccessfulFoundation && evt.entityObj && evt.metadata && evt.metadata[PlayerID] && evt.metadata[PlayerID].base) { let ent = evt.entityObj; if (ent.owner() != PlayerID) continue; // A new base foundation was created and destroyed on the same (AI) turn if (evt.metadata[PlayerID].base == -1 || evt.metadata[PlayerID].base == -2) continue; let base = this.getBaseByID(evt.metadata[PlayerID].base); if (ent.resourceDropsiteTypes() && ent.hasClass("Structure")) base.removeDropsite(gameState, ent); if (evt.metadata[PlayerID].baseAnchor && evt.metadata[PlayerID].baseAnchor === true) base.anchorLost(gameState, ent); } } for (let evt of events.EntityRenamed) { let ent = gameState.getEntityById(evt.newentity); if (!ent || ent.owner() != PlayerID || ent.getMetadata(PlayerID, "base") === undefined) continue; let base = this.getBaseByID(ent.getMetadata(PlayerID, "base")); if (!base.anchorId || base.anchorId != evt.entity) continue; base.anchorId = evt.newentity; base.anchor = ent; } for (let evt of events.Create) { // Let's check if we have a valuable foundation needing builders quickly // (normal foundations are taken care in baseManager.assignToFoundations) let ent = gameState.getEntityById(evt.entity); if (!ent || ent.owner() != PlayerID || ent.foundationProgress() === undefined) continue; if (ent.getMetadata(PlayerID, "base") == -1) // Standard base around a cc { // Okay so let's try to create a new base around this. let newbase = this.createBase(gameState, ent, "unconstructed"); // Let's get a few units from other bases there to build this. let builders = this.bulkPickWorkers(gameState, newbase, 10); if (builders !== false) { builders.forEach(worker => { worker.setMetadata(PlayerID, "base", newbase.ID); worker.setMetadata(PlayerID, "subrole", "builder"); worker.setMetadata(PlayerID, "target-foundation", ent.id()); }); } } else if (ent.getMetadata(PlayerID, "base") == -2) // anchorless base around a dock { let newbase = this.createBase(gameState, ent, "anchorless"); // Let's get a few units from other bases there to build this. let builders = this.bulkPickWorkers(gameState, newbase, 4); if (builders != false) { builders.forEach(worker => { worker.setMetadata(PlayerID, "base", newbase.ID); worker.setMetadata(PlayerID, "subrole", "builder"); worker.setMetadata(PlayerID, "target-foundation", ent.id()); }); } } } for (let evt of events.ConstructionFinished) { if (evt.newentity == evt.entity) // repaired building continue; let ent = gameState.getEntityById(evt.newentity); if (!ent || ent.owner() != PlayerID) continue; if (ent.hasClass("BarterMarket") && this.maxFields) this.maxFields = false; if (ent.getMetadata(PlayerID, "base") === undefined) continue; let base = this.getBaseByID(ent.getMetadata(PlayerID, "base")); base.buildings.updateEnt(ent); if (ent.resourceDropsiteTypes()) base.assignResourceToDropsite(gameState, ent); if (ent.getMetadata(PlayerID, "baseAnchor") === true) { if (base.constructing) base.constructing = false; addBase = true; } } for (let evt of events.OwnershipChanged) // capture events { if (evt.from == PlayerID) { let ent = gameState.getEntityById(evt.entity); if (!ent || ent.getMetadata(PlayerID, "base") === undefined) continue; let base = this.getBaseByID(ent.getMetadata(PlayerID, "base")); if (ent.resourceDropsiteTypes() && ent.hasClass("Structure")) base.removeDropsite(gameState, ent); if (ent.getMetadata(PlayerID, "baseAnchor") === true) base.anchorLost(gameState, ent); } if (evt.to != PlayerID) continue; let ent = gameState.getEntityById(evt.entity); if (!ent) continue; if (ent.hasClass("Unit")) { m.getBestBase(gameState, ent).assignEntity(gameState, ent); ent.setMetadata(PlayerID, "role", undefined); ent.setMetadata(PlayerID, "subrole", undefined); ent.setMetadata(PlayerID, "plan", undefined); ent.setMetadata(PlayerID, "PartOfArmy", undefined); if (ent.hasClass("Trader")) { ent.setMetadata(PlayerID, "role", "trader"); ent.setMetadata(PlayerID, "route", undefined); } if (ent.hasClass("Worker")) { ent.setMetadata(PlayerID, "role", "worker"); ent.setMetadata(PlayerID, "subrole", "idle"); } if (ent.hasClass("Ship")) m.setSeaAccess(gameState, ent); if (!ent.hasClass("Support") && !ent.hasClass("Ship") && ent.attackTypes() !== undefined) ent.setMetadata(PlayerID, "plan", -1); continue; } if (ent.hasClass("CivCentre")) // build a new base around it { let newbase; if (ent.foundationProgress() !== undefined) newbase = this.createBase(gameState, ent, "unconstructed"); else { newbase = this.createBase(gameState, ent, "captured"); addBase = true; } newbase.assignEntity(gameState, ent); } else { let base; // If dropsite on new island, create a base around it if (!ent.decaying() && ent.resourceDropsiteTypes()) base = this.createBase(gameState, ent, "anchorless"); else base = m.getBestBase(gameState, ent) || this.baseManagers[0]; base.assignEntity(gameState, ent); if (ent.decaying()) { if (ent.isGarrisonHolder() && this.garrisonManager.addDecayingStructure(gameState, evt.entity, true)) continue; if (!this.decayingStructures.has(evt.entity)) this.decayingStructures.add(evt.entity); } } } // deal with the different rally points of training units: the rally point is set when the training starts // for the time being, only autogarrison is used for (let evt of events.TrainingStarted) { let ent = gameState.getEntityById(evt.entity); if (!ent || !ent.isOwn(PlayerID)) continue; if (!ent._entity.trainingQueue || !ent._entity.trainingQueue.length) continue; let metadata = ent._entity.trainingQueue[0].metadata; if (metadata && metadata.garrisonType) ent.setRallyPoint(ent, "garrison"); // trained units will autogarrison else ent.unsetRallyPoint(); } for (let evt of events.TrainingFinished) { for (let entId of evt.entities) { let ent = gameState.getEntityById(entId); if (!ent || !ent.isOwn(PlayerID)) continue; if (!ent.position()) { // we are autogarrisoned, check that the holder is registered in the garrisonManager let holderId = ent.unitAIOrderData()[0].target; let holder = gameState.getEntityById(holderId); if (holder) this.garrisonManager.registerHolder(gameState, holder); } else if (ent.getMetadata(PlayerID, "garrisonType")) { // we were supposed to be autogarrisoned, but this has failed (may-be full) ent.setMetadata(PlayerID, "garrisonType", undefined); } // Check if this unit is no more needed in its attack plan // (happen when the training ends after the attack is started or aborted) let plan = ent.getMetadata(PlayerID, "plan"); if (plan !== undefined && plan >= 0) { let attack = this.attackManager.getPlan(plan); if (!attack || attack.state != "unexecuted") ent.setMetadata(PlayerID, "plan", -1); } // Assign it immediately to something useful to do if (ent.getMetadata(PlayerID, "role") == "worker") { let base; if (ent.getMetadata(PlayerID, "base") === undefined) { base = m.getBestBase(gameState, ent); base.assignEntity(gameState, ent); } else base = this.getBaseByID(ent.getMetadata(PlayerID, "base")); base.reassignIdleWorkers(gameState, [ent]); base.workerObject.update(gameState, ent); } else if (ent.resourceSupplyType() && ent.position()) { let type = ent.resourceSupplyType(); if (!type.generic) continue; let dropsites = gameState.getOwnDropsites(type.generic); let pos = ent.position(); let access = m.getLandAccess(gameState, ent); let distmin = Math.min(); let goal; for (let dropsite of dropsites.values()) { if (!dropsite.position() || m.getLandAccess(gameState, dropsite) != access) continue; let dist = API3.SquareVectorDistance(pos, dropsite.position()); if (dist > distmin) continue; distmin = dist; goal = dropsite.position(); } if (goal) ent.moveToRange(goal[0], goal[1]); } } } for (let evt of events.TerritoryDecayChanged) { let ent = gameState.getEntityById(evt.entity); if (!ent || !ent.isOwn(PlayerID) || ent.foundationProgress() !== undefined) continue; if (evt.to) { if (ent.isGarrisonHolder() && this.garrisonManager.addDecayingStructure(gameState, evt.entity)) continue; if (!this.decayingStructures.has(evt.entity)) this.decayingStructures.add(evt.entity); } else if (ent.isGarrisonHolder()) this.garrisonManager.removeDecayingStructure(evt.entity); } if (addBase) { if (!this.firstBaseConfig) { // This is our first base, let us configure our starting resources this.configFirstBase(gameState); } else { // Let us hope this new base will fix our possible resource shortage this.saveResources = undefined; this.saveSpace = undefined; this.maxFields = false; } } // Then deals with decaying structures: destroy them if being lost to enemy (except in easier difficulties) if (this.Config.difficulty < 2) return; for (let entId of this.decayingStructures) { let ent = gameState.getEntityById(entId); if (ent && ent.decaying() && ent.isOwn(PlayerID)) { let capture = ent.capturePoints(); if (!capture) continue; let captureRatio = capture[PlayerID] / capture.reduce((a, b) => a + b); if (captureRatio < 0.50) continue; let decayToGaia = true; for (let i = 1; i < capture.length; ++i) { if (gameState.isPlayerAlly(i) || !capture[i]) continue; decayToGaia = false; break; } if (decayToGaia) continue; let ratioMax = 0.70 + randFloat(0., 0.1); for (let evt of events.Attacked) { if (ent.id() != evt.target) continue; ratioMax = 0.85 + randFloat(0., 0.1); break; } if (captureRatio > ratioMax) continue; ent.destroy(); } this.decayingStructures.delete(entId); } }; /** Ensure that all requirements are met when phasing up*/ m.HQ.prototype.checkPhaseRequirements = function(gameState, queues) { if (gameState.getNumberOfPhases() == this.currentPhase) return; let requirements = gameState.getPhaseEntityRequirements(this.currentPhase + 1); let plan; let queue; for (let entityReq of requirements) { // Village requirements are met elsewhere by constructing more houses if (entityReq.class == "Village" || entityReq.class == "NotField") continue; if (gameState.getOwnEntitiesByClass(entityReq.class, true).length >= entityReq.count) continue; switch (entityReq.class) { case "Town": if (!queues.economicBuilding.hasQueuedUnits() && !queues.militaryBuilding.hasQueuedUnits() && !queues.defenseBuilding.hasQueuedUnits()) { if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() && this.canBuild(gameState, "structures/{civ}_market")) { plan = new m.ConstructionPlan(gameState, "structures/{civ}_market", { "phaseUp": true }); queue = "economicBuilding"; break; } if (!gameState.getOwnEntitiesByClass("Temple", true).hasEntities() && this.canBuild(gameState, "structures/{civ}_temple")) { plan = new m.ConstructionPlan(gameState, "structures/{civ}_temple", { "phaseUp": true }); queue = "economicBuilding"; break; } if (!gameState.getOwnEntitiesByClass("Blacksmith", true).hasEntities() && this.canBuild(gameState, "structures/{civ}_blacksmith")) { plan = new m.ConstructionPlan(gameState, "structures/{civ}_blacksmith", { "phaseUp": true }); queue = "militaryBuilding"; break; } if (this.canBuild(gameState, "structures/{civ}_defense_tower")) { plan = new m.ConstructionPlan(gameState, "structures/{civ}_defense_tower", { "phaseUp": true }); queue = "defenseBuilding"; break; } } break; default: // All classes not dealt with inside vanilla game. // We put them for the time being on the economic queue, except if wonder queue = entityReq.class == "Wonder" ? "wonder" : "economicBuilding"; if (!queues[queue].hasQueuedUnits()) { let structure = this.buildManager.findStructureWithClass(gameState, [entityReq.class]); if (structure && this.canBuild(gameState, structure)) plan = new m.ConstructionPlan(gameState, structure, { "phaseUp": true }); } } if (plan) { if (queue == "wonder") { gameState.ai.queueManager.changePriority("majorTech", 400, { "phaseUp": true }); plan.queueToReset = "majorTech"; } else { gameState.ai.queueManager.changePriority(queue, 1000, { "phaseUp": true }); plan.queueToReset = queue; } queues[queue].addPlan(plan); return; } } }; /** Called by any "phase" research plan once it's started */ m.HQ.prototype.OnPhaseUp = function(gameState, phase) { }; /** This code trains citizen workers, trying to keep close to a ratio of worker/soldiers */ m.HQ.prototype.trainMoreWorkers = function(gameState, queues) { // default template let requirementsDef = [ ["costsResource", 1, "food"] ]; let classesDef = ["Support", "Worker"]; let templateDef = this.findBestTrainableUnit(gameState, classesDef, requirementsDef); // counting the workers that aren't part of a plan let numberOfWorkers = 0; // all workers let numberOfSupports = 0; // only support workers (i.e. non fighting) gameState.getOwnUnits().forEach(ent => { if (ent.getMetadata(PlayerID, "role") == "worker" && ent.getMetadata(PlayerID, "plan") === undefined) { ++numberOfWorkers; if (ent.hasClass("Support")) ++numberOfSupports; } }); let numberInTraining = 0; gameState.getOwnTrainingFacilities().forEach(function(ent) { for (let item of ent.trainingQueue()) { numberInTraining += item.count; if (item.metadata && item.metadata.role && item.metadata.role == "worker" && item.metadata.plan === undefined) { numberOfWorkers += item.count; if (item.metadata.support) numberOfSupports += item.count; } } }); // Anticipate the optimal batch size when this queue will start // and adapt the batch size of the first and second queued workers to the present population // to ease a possible recovery if our population was drastically reduced by an attack // (need to go up to second queued as it is accounted in queueManager) let size = numberOfWorkers < 12 ? 1 : Math.min(5, Math.ceil(numberOfWorkers / 10)); if (queues.villager.plans[0]) { queues.villager.plans[0].number = Math.min(queues.villager.plans[0].number, size); if (queues.villager.plans[1]) queues.villager.plans[1].number = Math.min(queues.villager.plans[1].number, size); } if (queues.citizenSoldier.plans[0]) { queues.citizenSoldier.plans[0].number = Math.min(queues.citizenSoldier.plans[0].number, size); if (queues.citizenSoldier.plans[1]) queues.citizenSoldier.plans[1].number = Math.min(queues.citizenSoldier.plans[1].number, size); } let numberOfQueuedSupports = queues.villager.countQueuedUnits(); let numberOfQueuedSoldiers = queues.citizenSoldier.countQueuedUnits(); let numberQueued = numberOfQueuedSupports + numberOfQueuedSoldiers; let numberTotal = numberOfWorkers + numberQueued; if (this.saveResources && numberTotal > this.Config.Economy.popPhase2 + 10) return; if (numberTotal > this.targetNumWorkers || (numberTotal >= this.Config.Economy.popPhase2 && this.currentPhase == 1 && !gameState.isResearching(gameState.getPhaseName(2)))) return; if (numberQueued > 50 || (numberOfQueuedSupports > 20 && numberOfQueuedSoldiers > 20) || numberInTraining > 15) return; // Choose whether we want soldiers or support units: when full pop, we aim at targetNumWorkers workers // with supportRatio fraction of support units. But we want to have more support (less cost) at startup. // So we take: supportRatio*targetNumWorkers*(1 - exp(-alfa*currentWorkers/supportRatio/targetNumWorkers)) // This gives back supportRatio*targetNumWorkers when currentWorkers >> supportRatio*targetNumWorkers // and gives a ratio alfa at startup. let supportRatio = this.supportRatio; let alpha = 0.85; if (!gameState.isTemplateAvailable(gameState.applyCiv("structures/{civ}_field"))) supportRatio = Math.min(this.supportRatio, 0.1); if (this.attackManager.rushNumber < this.attackManager.maxRushes || this.attackManager.upcomingAttacks.Rush.length) alpha = 0.7; if (gameState.isCeasefireActive()) alpha += (1 - alpha) * Math.min(Math.max(gameState.ceasefireTimeRemaining - 120, 0), 180) / 180; let supportMax = supportRatio * this.targetNumWorkers; let supportNum = supportMax * (1 - Math.exp(-alpha*numberTotal/supportMax)); let template; if (!templateDef || numberOfSupports + numberOfQueuedSupports > supportNum) { let requirements; if (numberTotal < 45) requirements = [ ["speed", 0.5], ["costsResource", 0.5, "stone"], ["costsResource", 0.5, "metal"] ]; else requirements = [ ["strength", 1] ]; let classes = ["CitizenSoldier", "Infantry"]; // We want at least 33% ranged and 33% melee classes.push(pickRandom(["Ranged", "Melee", "Infantry"])); template = this.findBestTrainableUnit(gameState, classes, requirements); } // If the template variable is empty, the default unit (Support unit) will be used // base "0" means automatic choice of base if (!template && templateDef) queues.villager.addPlan(new m.TrainingPlan(gameState, templateDef, { "role": "worker", "base": 0, "support": true }, size, size)); else if (template) queues.citizenSoldier.addPlan(new m.TrainingPlan(gameState, template, { "role": "worker", "base": 0 }, size, size)); }; /** picks the best template based on parameters and classes */ m.HQ.prototype.findBestTrainableUnit = function(gameState, classes, requirements) { let units; if (classes.indexOf("Hero") != -1) units = gameState.findTrainableUnits(classes, []); else if (classes.indexOf("Siege") != -1) // We do not want siege tower as AI does not know how to use it units = gameState.findTrainableUnits(classes, ["SiegeTower"]); else // We do not want hero when not explicitely specified units = gameState.findTrainableUnits(classes, ["Hero"]); if (!units.length) return undefined; let parameters = requirements.slice(); let remainingResources = this.getTotalResourceLevel(gameState); // resources (estimation) still gatherable in our territory let availableResources = gameState.ai.queueManager.getAvailableResources(gameState); // available (gathered) resources for (let type in remainingResources) { if (availableResources[type] > 800) continue; if (remainingResources[type] > 800) continue; let costsResource = remainingResources[type] > 400 ? 0.6 : 0.2; let toAdd = true; for (let param of parameters) { if (param[0] != "costsResource" || param[2] != type) continue; param[1] = Math.min(param[1], costsResource); toAdd = false; break; } if (toAdd) parameters.push(["costsResource", costsResource, type]); } units.sort((a, b) => { let aCost = 1 + a[1].costSum(); let bCost = 1 + b[1].costSum(); let aValue = 0.1; let bValue = 0.1; for (let param of parameters) { if (param[0] == "strength") { aValue += m.getMaxStrength(a[1]) * param[1]; bValue += m.getMaxStrength(b[1]) * param[1]; } else if (param[0] == "siegeStrength") { aValue += m.getMaxStrength(a[1], "Structure") * param[1]; bValue += m.getMaxStrength(b[1], "Structure") * param[1]; } else if (param[0] == "speed") { aValue += a[1].walkSpeed() * param[1]; bValue += b[1].walkSpeed() * param[1]; } else if (param[0] == "costsResource") { // requires a third parameter which is the resource if (a[1].cost()[param[2]]) aValue *= param[1]; if (b[1].cost()[param[2]]) bValue *= param[1]; } else if (param[0] == "canGather") { // checking against wood, could be anything else really. if (a[1].resourceGatherRates() && a[1].resourceGatherRates()["wood.tree"]) aValue *= param[1]; if (b[1].resourceGatherRates() && b[1].resourceGatherRates()["wood.tree"]) bValue *= param[1]; } else API3.warn(" trainMoreUnits avec non prevu " + uneval(param)); } return -aValue/aCost + bValue/bCost; }); return units[0][0]; }; /** * returns an entity collection of workers through BaseManager.pickBuilders * TODO: when same accessIndex, sort by distance */ m.HQ.prototype.bulkPickWorkers = function(gameState, baseRef, number) { let accessIndex = baseRef.accessIndex; if (!accessIndex) return false; // sorting bases by whether they are on the same accessindex or not. let baseBest = this.baseManagers.slice().sort((a, b) => { if (a.accessIndex == accessIndex && b.accessIndex != accessIndex) return -1; else if (b.accessIndex == accessIndex && a.accessIndex != accessIndex) return 1; return 0; }); let needed = number; let workers = new API3.EntityCollection(gameState.sharedScript); for (let base of baseBest) { if (base.ID == baseRef.ID) continue; base.pickBuilders(gameState, workers, needed); if (workers.length >= number) break; needed = number - workers.length; } if (!workers.length) return false; return workers; }; m.HQ.prototype.getTotalResourceLevel = function(gameState) { let total = {}; for (let res of Resources.GetCodes()) total[res] = 0; for (let base of this.baseManagers) for (let res in total) total[res] += base.getResourceLevel(gameState, res); return total; }; /** * Returns the current gather rate * This is not per-se exact, it performs a few adjustments ad-hoc to account for travel distance, stuffs like that. */ m.HQ.prototype.GetCurrentGatherRates = function(gameState) { if (!this.turnCache.currentRates) { let currentRates = {}; for (let res of Resources.GetCodes()) currentRates[res] = 0.5 * this.GetTCResGatherer(res); for (let base of this.baseManagers) base.addGatherRates(gameState, currentRates); for (let res of Resources.GetCodes()) currentRates[res] = Math.max(currentRates[res], 0); this.turnCache.currentRates = currentRates; } return this.turnCache.currentRates; }; /** * Returns the wanted gather rate. */ m.HQ.prototype.GetWantedGatherRates = function(gameState) { if (!this.turnCache.wantedRates) this.turnCache.wantedRates = gameState.ai.queueManager.wantedGatherRates(gameState); return this.turnCache.wantedRates; }; /** * Pick the resource which most needs another worker * How this works: * We get the rates we would want to have to be able to deal with our plans * We get our current rates * We compare; we pick the one where the discrepancy is highest. * Need to balance long-term needs and possible short-term needs. */ m.HQ.prototype.pickMostNeededResources = function(gameState) { let wantedRates = this.GetWantedGatherRates(gameState); let currentRates = this.GetCurrentGatherRates(gameState); let needed = []; for (let res in wantedRates) needed.push({ "type": res, "wanted": wantedRates[res], "current": currentRates[res] }); needed.sort((a, b) => { if (a.current < a.wanted && b.current < b.wanted) { if (a.current && b.current) return b.wanted / b.current - a.wanted / a.current; if (a.current) return 1; if (b.current) return -1; return b.wanted - a.wanted; } if (a.current < a.wanted || a.wanted && !b.wanted) return -1; if (b.current < b.wanted || b.wanted && !a.wanted) return 1; return a.current - a.wanted - b.current + b.wanted; }); return needed; }; /** * Returns the best position to build a new Civil Centre * Whose primary function would be to reach new resources of type "resource". */ m.HQ.prototype.findEconomicCCLocation = function(gameState, template, resource, proximity, fromStrategic) { // This builds a map. The procedure is fairly simple. It adds the resource maps // (which are dynamically updated and are made so that they will facilitate DP placement) // Then look for a good spot. Engine.ProfileStart("findEconomicCCLocation"); // obstruction map let obstructions = m.createObstructionMap(gameState, 0, template); let halfSize = 0; if (template.get("Footprint/Square")) halfSize = Math.max(+template.get("Footprint/Square/@depth"), +template.get("Footprint/Square/@width")) / 2; else if (template.get("Footprint/Circle")) halfSize = +template.get("Footprint/Circle/@radius"); let ccEnts = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")); let dpEnts = gameState.getOwnDropsites().filter(API3.Filters.not(API3.Filters.byClassesOr(["CivCentre", "Elephant"]))); let ccList = []; for (let cc of ccEnts.values()) ccList.push({ "ent": cc, "pos": cc.position(), "ally": gameState.isPlayerAlly(cc.owner()) }); let dpList = []; for (let dp of dpEnts.values()) dpList.push({ "ent": dp, "pos": dp.position(), "territory": this.territoryMap.getOwner(dp.position()) }); let bestIdx; let bestVal; let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); let scale = 250 * 250; let proxyAccess; let nbShips = this.navalManager.transportShips.length; if (proximity) // this is our first base { // if our first base, ensure room around radius = Math.ceil((template.obstructionRadius().max + 8) / obstructions.cellSize); // scale is the typical scale at which we want to find a location for our first base // look for bigger scale if we start from a ship (access < 2) or from a small island let cellArea = gameState.getPassabilityMap().cellSize * gameState.getPassabilityMap().cellSize; proxyAccess = gameState.ai.accessibility.getAccessValue(proximity); if (proxyAccess < 2 || cellArea*gameState.ai.accessibility.regionSize[proxyAccess] < 24000) scale = 400 * 400; } let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; // DistanceSquare cuts to other ccs (bigger or no cuts on inaccessible ccs to allow colonizing other islands). let reduce = (template.hasClass("Colony") ? 30 : 0) + 30 * this.Config.personality.defensive; let nearbyRejected = Math.square(120); // Reject if too near from any cc let nearbyAllyRejected = Math.square(200); // Reject if too near from an allied cc let nearbyAllyDisfavored = Math.square(250); // Disfavor if quite near an allied cc let maxAccessRejected = Math.square(410); // Reject if too far from an accessible ally cc let maxAccessDisfavored = Math.square(360 - reduce); // Disfavor if quite far from an accessible ally cc let maxNoAccessDisfavored = Math.square(500); // Disfavor if quite far from an inaccessible ally cc let cut = 60; if (fromStrategic || proximity) // be less restrictive cut = 30; for (let j = 0; j < this.territoryMap.length; ++j) { if (this.territoryMap.getOwnerIndex(j) != 0) continue; // With enough room around to build the cc let i = this.territoryMap.getNonObstructedTile(j, radius, obstructions); if (i < 0) continue; // We require that it is accessible let index = gameState.ai.accessibility.landPassMap[i]; if (!this.landRegions[index]) continue; if (proxyAccess && nbShips == 0 && proxyAccess != index) continue; let norm = 0.5; // TODO adjust it, knowing that we will sum 5 maps // Checking distance to other cc let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; // We will be more tolerant for cc around our oversea docks let oversea = false; if (proximity) // This is our first cc, let's do it near our units norm /= 1 + API3.SquareVectorDistance(proximity, pos) / scale; else { let minDist = Math.min(); let accessible = false; for (let cc of ccList) { let dist = API3.SquareVectorDistance(cc.pos, pos); if (dist < nearbyRejected) { norm = 0; break; } if (!cc.ally) continue; if (dist < nearbyAllyRejected) { norm = 0; break; } if (dist < nearbyAllyDisfavored) norm *= 0.5; if (dist < minDist) minDist = dist; accessible = accessible || index == m.getLandAccess(gameState, cc.ent); } if (norm == 0) continue; if (accessible && minDist > maxAccessRejected) continue; if (minDist > maxAccessDisfavored) // Disfavor if quite far from any allied cc { if (!accessible) { if (minDist > maxNoAccessDisfavored) norm *= 0.5; else norm *= 0.8; } else norm *= 0.5; } // Not near any of our dropsite, except for oversea docks oversea = !accessible && dpList.some(dp => m.getLandAccess(gameState, dp.ent) == index); if (!oversea) { for (let dp of dpList) { let dist = API3.SquareVectorDistance(dp.pos, pos); if (dist < 3600) { norm = 0; break; } else if (dist < 6400) norm *= 0.5; } } if (norm == 0) continue; } if (this.borderMap.map[j] & m.fullBorder_Mask) // disfavor the borders of the map norm *= 0.5; let val = 2*gameState.sharedScript.ccResourceMaps[resource].map[j]; for (let res in gameState.sharedScript.resourceMaps) if (res != "food") val += gameState.sharedScript.ccResourceMaps[res].map[j]; val *= norm; // If oversea, be just above threshold to be accepted if nothing else if (oversea) val = Math.max(val, cut + 0.1); if (bestVal !== undefined && val < bestVal) continue; if (this.isDangerousLocation(gameState, pos, halfSize)) continue; bestVal = val; bestIdx = i; } Engine.ProfileStop(); if (bestVal === undefined) return false; if (this.Config.debug > 1) API3.warn("we have found a base for " + resource + " with best (cut=" + cut + ") = " + bestVal); // not good enough. if (bestVal < cut) return false; let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize; let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize; // Define a minimal number of wanted ships in the seas reaching this new base let indexIdx = gameState.ai.accessibility.landPassMap[bestIdx]; for (let base of this.baseManagers) { if (!base.anchor || base.accessIndex == indexIdx) continue; let sea = this.getSeaBetweenIndices(gameState, base.accessIndex, indexIdx); if (sea !== undefined) this.navalManager.setMinimalTransportShips(gameState, sea, 1); } return [x, z]; }; /** * Returns the best position to build a new Civil Centre * Whose primary function would be to assure territorial continuity with our allies */ m.HQ.prototype.findStrategicCCLocation = function(gameState, template) { // This builds a map. The procedure is fairly simple. // We minimize the Sum((dist-300)**2) where the sum is on the three nearest allied CC // with the constraints that all CC have dist > 200 and at least one have dist < 400 // This needs at least 2 CC. Otherwise, go back to economic CC. let ccEnts = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")); let ccList = []; let numAllyCC = 0; for (let cc of ccEnts.values()) { let ally = gameState.isPlayerAlly(cc.owner()); ccList.push({ "pos": cc.position(), "ally": ally }); if (ally) ++numAllyCC; } if (numAllyCC < 2) return this.findEconomicCCLocation(gameState, template, "wood", undefined, true); Engine.ProfileStart("findStrategicCCLocation"); // obstruction map let obstructions = m.createObstructionMap(gameState, 0, template); let halfSize = 0; if (template.get("Footprint/Square")) halfSize = Math.max(+template.get("Footprint/Square/@depth"), +template.get("Footprint/Square/@width")) / 2; else if (template.get("Footprint/Circle")) halfSize = +template.get("Footprint/Circle/@radius"); let bestIdx; let bestVal; let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; let currentVal, delta; let distcc0, distcc1, distcc2; let favoredDistance = (template.hasClass("Colony") ? 220 : 280) - 40 * this.Config.personality.defensive; for (let j = 0; j < this.territoryMap.length; ++j) { if (this.territoryMap.getOwnerIndex(j) != 0) continue; // with enough room around to build the cc let i = this.territoryMap.getNonObstructedTile(j, radius, obstructions); if (i < 0) continue; // we require that it is accessible let index = gameState.ai.accessibility.landPassMap[i]; if (!this.landRegions[index]) continue; // checking distances to other cc let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; let minDist = Math.min(); distcc0 = undefined; for (let cc of ccList) { let dist = API3.SquareVectorDistance(cc.pos, pos); if (dist < 14000) // Reject if too near from any cc { minDist = 0; break; } if (!cc.ally) continue; if (dist < 62000) // Reject if quite near from ally cc { minDist = 0; break; } if (dist < minDist) minDist = dist; if (!distcc0 || dist < distcc0) { distcc2 = distcc1; distcc1 = distcc0; distcc0 = dist; } else if (!distcc1 || dist < distcc1) { distcc2 = distcc1; distcc1 = dist; } else if (!distcc2 || dist < distcc2) distcc2 = dist; } if (minDist < 1 || minDist > 170000 && !this.navalMap) continue; delta = Math.sqrt(distcc0) - favoredDistance; currentVal = delta*delta; delta = Math.sqrt(distcc1) - favoredDistance; currentVal += delta*delta; if (distcc2) { delta = Math.sqrt(distcc2) - favoredDistance; currentVal += delta*delta; } // disfavor border of the map if (this.borderMap.map[j] & m.fullBorder_Mask) currentVal += 10000; if (bestVal !== undefined && currentVal > bestVal) continue; if (this.isDangerousLocation(gameState, pos, halfSize)) continue; bestVal = currentVal; bestIdx = i; } if (this.Config.debug > 1) API3.warn("We've found a strategic base with bestVal = " + bestVal); Engine.ProfileStop(); if (bestVal === undefined) return undefined; let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize; let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize; // Define a minimal number of wanted ships in the seas reaching this new base let indexIdx = gameState.ai.accessibility.landPassMap[bestIdx]; for (let base of this.baseManagers) { if (!base.anchor || base.accessIndex == indexIdx) continue; let sea = this.getSeaBetweenIndices(gameState, base.accessIndex, indexIdx); if (sea !== undefined) this.navalManager.setMinimalTransportShips(gameState, sea, 1); } return [x, z]; }; /** * Returns the best position to build a new market: if the allies already have a market, build it as far as possible * from it, although not in our border to be able to defend it easily. If no allied market, our second market will * follow the same logic. * To do so, we suppose that the gain/distance is an increasing function of distance and look for the max distance * for performance reasons. */ m.HQ.prototype.findMarketLocation = function(gameState, template) { let markets = gameState.updatingCollection("diplo-ExclusiveAllyMarkets", API3.Filters.byClass("Market"), gameState.getExclusiveAllyEntities()).toEntityArray(); if (!markets.length) markets = gameState.updatingCollection("OwnMarkets", API3.Filters.byClass("Market"), gameState.getOwnStructures()).toEntityArray(); if (!markets.length) // this is the first market. For the time being, place it arbitrarily by the ConstructionPlan return [-1, -1, -1, 0]; // obstruction map let obstructions = m.createObstructionMap(gameState, 0, template); let halfSize = 0; if (template.get("Footprint/Square")) halfSize = Math.max(+template.get("Footprint/Square/@depth"), +template.get("Footprint/Square/@width")) / 2; else if (template.get("Footprint/Circle")) halfSize = +template.get("Footprint/Circle/@radius"); let bestIdx; let bestJdx; let bestVal; let bestDistSq; let bestGainMult; let radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); let isNavalMarket = template.hasClass("NavalMarket"); let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; let traderTemplatesGains = gameState.getTraderTemplatesGains(); for (let j = 0; j < this.territoryMap.length; ++j) { // do not try on the narrow border of our territory if (this.borderMap.map[j] & m.narrowFrontier_Mask) continue; if (this.basesMap.map[j] == 0) // only in our territory continue; // with enough room around to build the market let i = this.territoryMap.getNonObstructedTile(j, radius, obstructions); if (i < 0) continue; let index = gameState.ai.accessibility.landPassMap[i]; if (!this.landRegions[index]) continue; let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; // checking distances to other markets let maxVal = 0; let maxDistSq; let maxGainMult; let gainMultiplier; for (let market of markets) { if (isNavalMarket && market.hasClass("NavalMarket")) { if (m.getSeaAccess(gameState, market) != gameState.ai.accessibility.getAccessValue(pos, true)) continue; gainMultiplier = traderTemplatesGains.navalGainMultiplier; } else if (m.getLandAccess(gameState, market) == index && !m.isLineInsideEnemyTerritory(gameState, market.position(), pos)) gainMultiplier = traderTemplatesGains.landGainMultiplier; else continue; if (!gainMultiplier) continue; let distSq = API3.SquareVectorDistance(market.position(), pos); if (gainMultiplier * distSq > maxVal) { maxVal = gainMultiplier * distSq; maxDistSq = distSq; maxGainMult = gainMultiplier; } } if (maxVal == 0) continue; if (bestVal !== undefined && maxVal < bestVal) continue; if (this.isDangerousLocation(gameState, pos, halfSize)) continue; bestVal = maxVal; bestDistSq = maxDistSq; bestGainMult = maxGainMult; bestIdx = i; bestJdx = j; } if (this.Config.debug > 1) API3.warn("We found a market position with bestVal = " + bestVal); if (bestVal === undefined) // no constraints. For the time being, place it arbitrarily by the ConstructionPlan return [-1, -1, -1, 0]; let expectedGain = Math.round(bestGainMult * TradeGain(bestDistSq, gameState.sharedScript.mapSize)); if (this.Config.debug > 1) API3.warn("this would give a trading gain of " + expectedGain); // do not keep it if gain is too small, except if this is our first BarterMarket let idx; if (expectedGain < this.tradeManager.minimalGain) { if (template.hasClass("BarterMarket") && !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) idx = -1; // needed by queueplanBuilding manager to keep that market else return false; } else idx = this.basesMap.map[bestJdx]; let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize; let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize; return [x, z, idx, expectedGain]; }; /** * Returns the best position to build defensive buildings (fortress and towers) * Whose primary function is to defend our borders */ m.HQ.prototype.findDefensiveLocation = function(gameState, template) { // We take the point in our territory which is the nearest to any enemy cc // but requiring a minimal distance with our other defensive structures // and not in range of any enemy defensive structure to avoid building under fire. let ownStructures = gameState.getOwnStructures().filter(API3.Filters.byClassesOr(["Fortress", "Tower"])).toEntityArray(); let enemyStructures = gameState.getEnemyStructures().filter(API3.Filters.not(API3.Filters.byOwner(0))). filter(API3.Filters.byClassesOr(["CivCentre", "Fortress", "Tower"])); if (!enemyStructures.hasEntities()) // we may be in cease fire mode, build defense against neutrals { enemyStructures = gameState.getNeutralStructures().filter(API3.Filters.not(API3.Filters.byOwner(0))). filter(API3.Filters.byClassesOr(["CivCentre", "Fortress", "Tower"])); if (!enemyStructures.hasEntities() && !gameState.getAlliedVictory()) enemyStructures = gameState.getAllyStructures().filter(API3.Filters.not(API3.Filters.byOwner(PlayerID))). filter(API3.Filters.byClassesOr(["CivCentre", "Fortress", "Tower"])); if (!enemyStructures.hasEntities()) return undefined; } enemyStructures = enemyStructures.toEntityArray(); let wonderMode = gameState.getVictoryConditions().has("wonder"); let wonderDistmin; let wonders; if (wonderMode) { wonders = gameState.getOwnStructures().filter(API3.Filters.byClass("Wonder")).toEntityArray(); wonderMode = wonders.length != 0; if (wonderMode) wonderDistmin = (50 + wonders[0].footprintRadius()) * (50 + wonders[0].footprintRadius()); } // obstruction map let obstructions = m.createObstructionMap(gameState, 0, template); let halfSize = 0; if (template.get("Footprint/Square")) halfSize = Math.max(+template.get("Footprint/Square/@depth"), +template.get("Footprint/Square/@width")) / 2; else if (template.get("Footprint/Circle")) halfSize = +template.get("Footprint/Circle/@radius"); let bestIdx; let bestJdx; let bestVal; let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; let isTower = template.hasClass("Tower"); let isFortress = template.hasClass("Fortress"); let radius; if (isFortress) radius = Math.floor((template.obstructionRadius().max + 8) / obstructions.cellSize); else radius = Math.ceil(template.obstructionRadius().max / obstructions.cellSize); for (let j = 0; j < this.territoryMap.length; ++j) { if (!wonderMode) { // do not try if well inside or outside territory if (!(this.borderMap.map[j] & m.fullFrontier_Mask)) continue; if (this.borderMap.map[j] & m.largeFrontier_Mask && isTower) continue; } if (this.basesMap.map[j] == 0) // inaccessible cell continue; // with enough room around to build the cc let i = this.territoryMap.getNonObstructedTile(j, radius, obstructions); if (i < 0) continue; let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; // checking distances to other structures let minDist = Math.min(); let dista = 0; if (wonderMode) { dista = API3.SquareVectorDistance(wonders[0].position(), pos); if (dista < wonderDistmin) continue; dista *= 200; // empirical factor (TODO should depend on map size) to stay near the wonder } for (let str of enemyStructures) { if (str.foundationProgress() !== undefined) continue; let strPos = str.position(); if (!strPos) continue; let dist = API3.SquareVectorDistance(strPos, pos); if (dist < 6400) // TODO check on true attack range instead of this 80*80 { minDist = -1; break; } if (str.hasClass("CivCentre") && dist + dista < minDist) minDist = dist + dista; } if (minDist < 0) continue; let cutDist = 900; // 30*30 TODO maybe increase it for (let str of ownStructures) { let strPos = str.position(); if (!strPos) continue; if (API3.SquareVectorDistance(strPos, pos) < cutDist) { minDist = -1; break; } } if (minDist < 0 || minDist == Math.min()) continue; if (bestVal !== undefined && minDist > bestVal) continue; if (this.isDangerousLocation(gameState, pos, halfSize)) continue; bestVal = minDist; bestIdx = i; bestJdx = j; } if (bestVal === undefined) return undefined; let x = (bestIdx % obstructions.width + 0.5) * obstructions.cellSize; let z = (Math.floor(bestIdx / obstructions.width) + 0.5) * obstructions.cellSize; return [x, z, this.basesMap.map[bestJdx]]; }; m.HQ.prototype.buildTemple = function(gameState, queues) { // at least one market (which have the same queue) should be build before any temple if (queues.economicBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Temple", true).hasEntities() || !gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) return; // Try to build a temple earlier if in regicide to recruit healer guards if (this.currentPhase < 3 && !gameState.getVictoryConditions().has("regicide")) return; let templateName = "structures/{civ}_temple"; if (this.canBuild(gameState, "structures/{civ}_temple_vesta")) templateName = "structures/{civ}_temple_vesta"; else if (!this.canBuild(gameState, templateName)) return; queues.economicBuilding.addPlan(new m.ConstructionPlan(gameState, templateName)); }; m.HQ.prototype.buildMarket = function(gameState, queues) { if (gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities() || !this.canBuild(gameState, "structures/{civ}_market")) return; if (queues.economicBuilding.hasQueuedUnitsWithClass("BarterMarket")) { if (!queues.economicBuilding.paused) { // Put available resources in this market let queueManager = gameState.ai.queueManager; let cost = queues.economicBuilding.plans[0].getCost(); queueManager.setAccounts(gameState, cost, "economicBuilding"); if (!queueManager.canAfford("economicBuilding", cost)) { for (let q in queueManager.queues) { if (q == "economicBuilding") continue; queueManager.transferAccounts(cost, q, "economicBuilding"); if (queueManager.canAfford("economicBuilding", cost)) break; } } } return; } gameState.ai.queueManager.changePriority("economicBuilding", 3*this.Config.priorities.economicBuilding); let plan = new m.ConstructionPlan(gameState, "structures/{civ}_market"); plan.queueToReset = "economicBuilding"; queues.economicBuilding.addPlan(plan); }; /** Build a farmstead */ m.HQ.prototype.buildFarmstead = function(gameState, queues) { // Only build one farmstead for the time being ("DropsiteFood" does not refer to CCs) if (gameState.getOwnEntitiesByClass("Farmstead", true).hasEntities()) return; // Wait to have at least one dropsite and house before the farmstead if (!gameState.getOwnEntitiesByClass("Storehouse", true).hasEntities()) return; if (!gameState.getOwnEntitiesByClass("House", true).hasEntities()) return; if (queues.economicBuilding.hasQueuedUnitsWithClass("DropsiteFood")) return; if (!this.canBuild(gameState, "structures/{civ}_farmstead")) return; queues.economicBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_farmstead")); }; /** * Try to build a wonder when required * force = true when called from the victoryManager in case of Wonder victory condition. */ m.HQ.prototype.buildWonder = function(gameState, queues, force = false) { if (queues.wonder && queues.wonder.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Wonder", true).hasEntities() || !this.canBuild(gameState, "structures/{civ}_wonder")) return; if (!force) { let template = gameState.getTemplate(gameState.applyCiv("structures/{civ}_wonder")); // Check that we have enough resources to start thinking to build a wonder let cost = template.cost(); let resources = gameState.getResources(); let highLevel = 0; let lowLevel = 0; for (let res in cost) { if (resources[res] && resources[res] > 0.7 * cost[res]) ++highLevel; else if (!resources[res] || resources[res] < 0.3 * cost[res]) ++lowLevel; } if (highLevel == 0 || lowLevel > 1) return; } queues.wonder.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_wonder")); }; /** Build a corral, and train animals there */ m.HQ.prototype.manageCorral = function(gameState, queues) { if (queues.corral.hasQueuedUnits()) return; let nCorral = gameState.getOwnEntitiesByClass("Corral", true).length; if (!nCorral || !gameState.isTemplateAvailable(gameState.applyCiv("structures/{civ}_field")) && nCorral < this.currentPhase && gameState.getPopulation() > 30*nCorral) { if (this.canBuild(gameState, "structures/{civ}_corral")) { queues.corral.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_corral")); return; } if (!nCorral) return; } // And train some animals let civ = gameState.getPlayerCiv(); for (let corral of gameState.getOwnEntitiesByClass("Corral", true).values()) { if (corral.foundationProgress() !== undefined) continue; let trainables = corral.trainableEntities(civ); for (let trainable of trainables) { if (gameState.isTemplateDisabled(trainable)) continue; let template = gameState.getTemplate(trainable); if (!template || !template.isHuntable()) continue; let count = gameState.countEntitiesByType(trainable, true); for (let item of corral.trainingQueue()) count += item.count; if (count > nCorral) continue; queues.corral.addPlan(new m.TrainingPlan(gameState, trainable, { "trainer": corral.id() })); return; } } }; /** * build more houses if needed. * kinda ugly, lots of special cases to both build enough houses but not tooo many… */ m.HQ.prototype.buildMoreHouses = function(gameState, queues) { if (!gameState.isTemplateAvailable(gameState.applyCiv("structures/{civ}_house")) || gameState.getPopulationMax() <= gameState.getPopulationLimit()) return; let numPlanned = queues.house.length(); if (numPlanned < 3 || numPlanned < 5 && gameState.getPopulation() > 80) { let plan = new m.ConstructionPlan(gameState, "structures/{civ}_house"); // change the starting condition according to the situation. plan.goRequirement = "houseNeeded"; queues.house.addPlan(plan); } if (numPlanned > 0 && this.phasing && gameState.getPhaseEntityRequirements(this.phasing).length) { let houseTemplateName = gameState.applyCiv("structures/{civ}_house"); let houseTemplate = gameState.getTemplate(houseTemplateName); let needed = 0; for (let entityReq of gameState.getPhaseEntityRequirements(this.phasing)) { if (!houseTemplate.hasClass(entityReq.class)) continue; let count = gameState.getOwnStructures().filter(API3.Filters.byClass(entityReq.class)).length; if (count < entityReq.count && this.buildManager.isUnbuildable(gameState, houseTemplateName)) { if (this.Config.debug > 1) API3.warn("no room to place a house ... try to be less restrictive"); this.buildManager.setBuildable(houseTemplateName); this.requireHouses = true; } needed = Math.max(needed, entityReq.count - count); } let houseQueue = queues.house.plans; for (let i = 0; i < numPlanned; ++i) if (houseQueue[i].isGo(gameState)) --needed; else if (needed > 0) { houseQueue[i].goRequirement = undefined; --needed; } } if (this.requireHouses) { let houseTemplate = gameState.getTemplate(gameState.applyCiv("structures/{civ}_house")); if (!this.phasing || gameState.getPhaseEntityRequirements(this.phasing).every(req => !houseTemplate.hasClass(req.class) || gameState.getOwnStructures().filter(API3.Filters.byClass(req.class)).length >= req.count)) this.requireHouses = undefined; } // When population limit too tight // - if no room to build, try to improve with technology // - otherwise increase temporarily the priority of houses let house = gameState.applyCiv("structures/{civ}_house"); let HouseNb = gameState.getOwnFoundations().filter(API3.Filters.byClass("House")).length; let popBonus = gameState.getTemplate(house).getPopulationBonus(); let freeSlots = gameState.getPopulationLimit() + HouseNb*popBonus - this.getAccountedPopulation(gameState); let priority; if (freeSlots < 5) { if (this.buildManager.isUnbuildable(gameState, house)) { if (this.Config.debug > 1) API3.warn("no room to place a house ... try to improve with technology"); this.researchManager.researchPopulationBonus(gameState, queues); } else priority = 2*this.Config.priorities.house; } else priority = this.Config.priorities.house; if (priority && priority != gameState.ai.queueManager.getPriority("house")) gameState.ai.queueManager.changePriority("house", priority); }; /** Checks the status of the territory expansion. If no new economic bases created, build some strategic ones. */ m.HQ.prototype.checkBaseExpansion = function(gameState, queues) { if (queues.civilCentre.hasQueuedUnits()) return; // First build one cc if all have been destroyed if (this.numPotentialBases() == 0) { this.buildFirstBase(gameState); return; } // Then expand if we have not enough room available for buildings if (this.buildManager.numberMissingRoom(gameState) > 1) { if (this.Config.debug > 2) API3.warn("try to build a new base because not enough room to build "); this.buildNewBase(gameState, queues); return; } // If we've already planned to phase up, wait a bit before trying to expand if (this.phasing) return; // Finally expand if we have lots of units (threshold depending on the aggressivity value) let activeBases = this.numActiveBases(); let numUnits = gameState.getOwnUnits().length; let numvar = 10 * (1 - this.Config.personality.aggressive); if (numUnits > activeBases * (65 + numvar + (10 + numvar)*(activeBases-1)) || this.saveResources && numUnits > 50) { if (this.Config.debug > 2) API3.warn("try to build a new base because of population " + numUnits + " for " + activeBases + " CCs"); this.buildNewBase(gameState, queues); } }; m.HQ.prototype.buildNewBase = function(gameState, queues, resource) { if (this.numPotentialBases() > 0 && this.currentPhase == 1 && !gameState.isResearching(gameState.getPhaseName(2))) return false; if (gameState.getOwnFoundations().filter(API3.Filters.byClass("CivCentre")).hasEntities() || queues.civilCentre.hasQueuedUnits()) return false; let template; // We require at least one of this civ civCentre as they may allow specific units or techs let hasOwnCC = false; for (let ent of gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")).values()) { if (ent.owner() != PlayerID || ent.templateName() != gameState.applyCiv("structures/{civ}_civil_centre")) continue; hasOwnCC = true; break; } if (hasOwnCC && this.canBuild(gameState, "structures/{civ}_military_colony")) template = "structures/{civ}_military_colony"; else if (this.canBuild(gameState, "structures/{civ}_civil_centre")) template = "structures/{civ}_civil_centre"; else if (!hasOwnCC && this.canBuild(gameState, "structures/{civ}_military_colony")) template = "structures/{civ}_military_colony"; else return false; // base "-1" means new base. if (this.Config.debug > 1) API3.warn("new base " + gameState.applyCiv(template) + " planned with resource " + resource); queues.civilCentre.addPlan(new m.ConstructionPlan(gameState, template, { "base": -1, "resource": resource })); return true; }; /** Deals with building fortresses and towers along our border with enemies. */ m.HQ.prototype.buildDefenses = function(gameState, queues) { if (this.saveResources && !this.canBarter || queues.defenseBuilding.hasQueuedUnits()) return; if (!this.saveResources && (this.currentPhase > 2 || gameState.isResearching(gameState.getPhaseName(3)))) { // try to build fortresses if (this.canBuild(gameState, "structures/{civ}_fortress")) { let numFortresses = gameState.getOwnEntitiesByClass("Fortress", true).length; if ((!numFortresses || gameState.ai.elapsedTime > (1 + 0.10*numFortresses)*this.fortressLapseTime + this.fortressStartTime) && numFortresses < this.numActiveBases() + 1 + this.extraFortresses && numFortresses < Math.floor(gameState.getPopulation() / 25) && gameState.getOwnFoundationsByClass("Fortress").length < 2) { this.fortressStartTime = gameState.ai.elapsedTime; if (!numFortresses) gameState.ai.queueManager.changePriority("defenseBuilding", 2*this.Config.priorities.defenseBuilding); let plan = new m.ConstructionPlan(gameState, "structures/{civ}_fortress"); plan.queueToReset = "defenseBuilding"; queues.defenseBuilding.addPlan(plan); return; } } } if (this.Config.Military.numSentryTowers && this.currentPhase < 2 && this.canBuild(gameState, "structures/{civ}_sentry_tower")) { let numTowers = gameState.getOwnEntitiesByClass("Tower", true).length; // we count all towers, including wall towers let towerLapseTime = this.saveResource ? (1 + 0.5*numTowers) * this.towerLapseTime : this.towerLapseTime; if (numTowers < this.Config.Military.numSentryTowers && gameState.ai.elapsedTime > towerLapseTime + this.fortStartTime) { this.fortStartTime = gameState.ai.elapsedTime; queues.defenseBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_sentry_tower")); } return; } if (this.currentPhase < 2 || !this.canBuild(gameState, "structures/{civ}_defense_tower")) return; let numTowers = gameState.getOwnEntitiesByClass("StoneTower", true).length; let towerLapseTime = this.saveResource ? (1 + numTowers) * this.towerLapseTime : this.towerLapseTime; if ((!numTowers || gameState.ai.elapsedTime > (1 + 0.1*numTowers)*towerLapseTime + this.towerStartTime) && numTowers < 2 * this.numActiveBases() + 3 + this.extraTowers && numTowers < Math.floor(gameState.getPopulation() / 8) && gameState.getOwnFoundationsByClass("DefenseTower").length < 3) { this.towerStartTime = gameState.ai.elapsedTime; if (numTowers > 2 * this.numActiveBases() + 3) gameState.ai.queueManager.changePriority("defenseBuilding", Math.round(0.7*this.Config.priorities.defenseBuilding)); let plan = new m.ConstructionPlan(gameState, "structures/{civ}_defense_tower"); plan.queueToReset = "defenseBuilding"; queues.defenseBuilding.addPlan(plan); } }; m.HQ.prototype.buildBlacksmith = function(gameState, queues) { if (this.getAccountedPopulation(gameState) < this.Config.Military.popForBlacksmith || queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Blacksmith", true).length) return; // build a market before the blacksmith if (!gameState.getOwnEntitiesByClass("BarterMarket", true).hasEntities()) return; if (this.canBuild(gameState, "structures/{civ}_blacksmith")) queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_blacksmith")); }; /** * Deals with constructing military buildings (barracks, stables…) * They are mostly defined by Config.js. This is unreliable since changes could be done easily. */ m.HQ.prototype.constructTrainingBuildings = function(gameState, queues) { if (this.saveResources && !this.canBarter || queues.militaryBuilding.hasQueuedUnits()) return; let numBarracks = gameState.getOwnEntitiesByClass("Barracks", true).length; if (this.saveResources && numBarracks != 0) return; let barracksTemplate = this.canBuild(gameState, "structures/{civ}_barracks") ? "structures/{civ}_barracks" : undefined; let rangeTemplate = this.canBuild(gameState, "structures/{civ}_range") ? "structures/{civ}_range" : undefined; let numRanges = gameState.getOwnEntitiesByClass("Archery", true).length; numBarracks -= numRanges; let stableTemplate = this.canBuild(gameState, "structures/{civ}_stables") ? "structures/{civ}_stables" : this.canBuild(gameState, "structures/{civ}_stable") ? "structures/{civ}_stable" : undefined; let numStables = gameState.getOwnEntitiesByClass("Stables", true).length; if (this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks1 || this.phasing == 2 && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length < 5) { // first barracks/range and stables. if (numBarracks + numRanges == 0) { let template = barracksTemplate || rangeTemplate; if (template) { gameState.ai.queueManager.changePriority("militaryBuilding", 2 * this.Config.priorities.militaryBuilding); let plan = new m.ConstructionPlan(gameState, template, { "militaryBase": true }); plan.queueToReset = "militaryBuilding"; queues.militaryBuilding.addPlan(plan); return; } } if (numStables == 0 && stableTemplate) { queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, stableTemplate, { "militaryBase": true })); return; } // Second range/barracks and stables if (numBarracks + numRanges == 1 && this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks2) { let template = numBarracks == 0 ? (barracksTemplate || rangeTemplate) : (rangeTemplate || barracksTemplate); if (template) { - if (template != barracksTemplate) API3.warn(" civ " + gameState.getPlayerCiv() + " rototo B template " + template); queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, template, { "militaryBase": true })); return; } } if (numStables == 1 && stableTemplate && this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks2) { queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, stableTemplate, { "militaryBase": true })); return; } // Then 3rd barracks/range/stables if needed if (numBarracks + numRanges + numStables == 2 && this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks2 + 30) { let template = barracksTemplate || stableTemplate || rangeTemplate; if (template) { - if (template != barracksTemplate) API3.warn(" civ " + gameState.getPlayerCiv() + " rototo C template " + template); queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, template, { "militaryBase": true })); return; } } } if (this.saveResources) return; if (this.currentPhase < 3) return; if (this.canBuild(gameState, "structures/{civ}_elephant_stables") && !gameState.getOwnEntitiesByClass("ElephantStables", true).hasEntities()) { queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_elephant_stables", { "militaryBase": true })); return; } if (this.canBuild(gameState, "structures/{civ}_workshop") && !gameState.getOwnEntitiesByClass("Workshop", true).hasEntities()) { queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, "structures/{civ}_workshop", { "militaryBase": true })); return; } if (this.getAccountedPopulation(gameState) < 80 || !this.bAdvanced.length) return; // Build advanced military buildings let nAdvanced = 0; for (let advanced of this.bAdvanced) nAdvanced += gameState.countEntitiesAndQueuedByType(advanced, true); if (!nAdvanced || nAdvanced < this.bAdvanced.length && this.getAccountedPopulation(gameState) > 110) { for (let advanced of this.bAdvanced) { if (gameState.countEntitiesAndQueuedByType(advanced, true) > 0 || !this.canBuild(gameState, advanced)) continue; let template = gameState.getTemplate(advanced); if (!template) continue; let civ = gameState.getPlayerCiv(); if (template.hasDefensiveFire() || template.trainableEntities(civ)) queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, advanced, { "militaryBase": true })); else // not a military building, but still use this queue queues.militaryBuilding.addPlan(new m.ConstructionPlan(gameState, advanced)); return; } } }; /** * Find base nearest to ennemies for military buildings. */ m.HQ.prototype.findBestBaseForMilitary = function(gameState) { let ccEnts = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")).toEntityArray(); let bestBase; let enemyFound = false; let distMin = Math.min(); for (let cce of ccEnts) { if (gameState.isPlayerAlly(cce.owner())) continue; if (enemyFound && !gameState.isPlayerEnemy(cce.owner())) continue; let access = m.getLandAccess(gameState, cce); let isEnemy = gameState.isPlayerEnemy(cce.owner()); for (let cc of ccEnts) { if (cc.owner() != PlayerID) continue; if (m.getLandAccess(gameState, cc) != access) continue; let dist = API3.SquareVectorDistance(cc.position(), cce.position()); if (!enemyFound && isEnemy) enemyFound = true; else if (dist > distMin) continue; bestBase = cc.getMetadata(PlayerID, "base"); distMin = dist; } } return bestBase; }; /** * train with highest priority ranged infantry in the nearest civil centre from a given set of positions * and garrison them there for defense */ m.HQ.prototype.trainEmergencyUnits = function(gameState, positions) { if (gameState.ai.queues.emergency.hasQueuedUnits()) return false; let civ = gameState.getPlayerCiv(); // find nearest base anchor let distcut = 20000; let nearestAnchor; let distmin; for (let pos of positions) { let access = gameState.ai.accessibility.getAccessValue(pos); // check nearest base anchor for (let base of this.baseManagers) { if (!base.anchor || !base.anchor.position()) continue; if (m.getLandAccess(gameState, base.anchor) != access) continue; if (!base.anchor.trainableEntities(civ)) // base still in construction continue; let queue = base.anchor._entity.trainingQueue; if (queue) { let time = 0; for (let item of queue) if (item.progress > 0 || item.metadata && item.metadata.garrisonType) time += item.timeRemaining; if (time/1000 > 5) continue; } let dist = API3.SquareVectorDistance(base.anchor.position(), pos); if (nearestAnchor && dist > distmin) continue; distmin = dist; nearestAnchor = base.anchor; } } if (!nearestAnchor || distmin > distcut) return false; // We will choose randomly ranged and melee units, except when garrisonHolder is full // in which case we prefer melee units let numGarrisoned = this.garrisonManager.numberOfGarrisonedUnits(nearestAnchor); if (nearestAnchor._entity.trainingQueue) { for (let item of nearestAnchor._entity.trainingQueue) { if (item.metadata && item.metadata.garrisonType) numGarrisoned += item.count; else if (!item.progress && (!item.metadata || !item.metadata.trainer)) nearestAnchor.stopProduction(item.id); } } let autogarrison = numGarrisoned < nearestAnchor.garrisonMax() && nearestAnchor.hitpoints() > nearestAnchor.garrisonEjectHealth() * nearestAnchor.maxHitpoints(); let rangedWanted = randBool() && autogarrison; let total = gameState.getResources(); let templateFound; let trainables = nearestAnchor.trainableEntities(civ); let garrisonArrowClasses = nearestAnchor.getGarrisonArrowClasses(); for (let trainable of trainables) { if (gameState.isTemplateDisabled(trainable)) continue; let template = gameState.getTemplate(trainable); if (!template || !template.hasClass("Infantry") || !template.hasClass("CitizenSoldier")) continue; if (autogarrison && !MatchesClassList(template.classes(), garrisonArrowClasses)) continue; if (!total.canAfford(new API3.Resources(template.cost()))) continue; templateFound = [trainable, template]; if (template.hasClass("Ranged") == rangedWanted) break; } if (!templateFound) return false; // Check first if we can afford it without touching the other accounts // and if not, take some of other accounted resources // TODO sort the queues to be substracted let queueManager = gameState.ai.queueManager; let cost = new API3.Resources(templateFound[1].cost()); queueManager.setAccounts(gameState, cost, "emergency"); if (!queueManager.canAfford("emergency", cost)) { for (let q in queueManager.queues) { if (q == "emergency") continue; queueManager.transferAccounts(cost, q, "emergency"); if (queueManager.canAfford("emergency", cost)) break; } } let metadata = { "role": "worker", "base": nearestAnchor.getMetadata(PlayerID, "base"), "plan": -1, "trainer": nearestAnchor.id() }; if (autogarrison) metadata.garrisonType = "protection"; gameState.ai.queues.emergency.addPlan(new m.TrainingPlan(gameState, templateFound[0], metadata, 1, 1)); return true; }; m.HQ.prototype.canBuild = function(gameState, structure) { let type = gameState.applyCiv(structure); if (this.buildManager.isUnbuildable(gameState, type)) return false; if (gameState.isTemplateDisabled(type)) { this.buildManager.setUnbuildable(gameState, type, Infinity, "disabled"); return false; } let template = gameState.getTemplate(type); if (!template) { this.buildManager.setUnbuildable(gameState, type, Infinity, "notemplate"); return false; } if (!template.available(gameState)) { this.buildManager.setUnbuildable(gameState, type, 30, "tech"); return false; } if (!this.buildManager.hasBuilder(type)) { this.buildManager.setUnbuildable(gameState, type, 120, "nobuilder"); return false; } if (this.numActiveBases() < 1) { // if no base, check that we can build outside our territory let buildTerritories = template.buildTerritories(); if (buildTerritories && (!buildTerritories.length || buildTerritories.length == 1 && buildTerritories[0] == "own")) { this.buildManager.setUnbuildable(gameState, type, 180, "room"); return false; } } // build limits let limits = gameState.getEntityLimits(); let category = template.buildCategory(); if (category && limits[category] !== undefined && gameState.getEntityCounts()[category] >= limits[category]) { this.buildManager.setUnbuildable(gameState, type, 90, "limit"); return false; } return true; }; m.HQ.prototype.updateTerritories = function(gameState) { const around = [ [-0.7, 0.7], [0, 1], [0.7, 0.7], [1, 0], [0.7, -0.7], [0, -1], [-0.7, -0.7], [-1, 0] ]; let alliedVictory = gameState.getAlliedVictory(); let passabilityMap = gameState.getPassabilityMap(); let width = this.territoryMap.width; let cellSize = this.territoryMap.cellSize; let insideSmall = Math.round(45 / cellSize); let insideLarge = Math.round(80 / cellSize); // should be about the range of towers let expansion = 0; for (let j = 0; j < this.territoryMap.length; ++j) { if (this.borderMap.map[j] & m.outside_Mask) continue; if (this.borderMap.map[j] & m.fullFrontier_Mask) this.borderMap.map[j] &= ~m.fullFrontier_Mask; // reset the frontier if (this.territoryMap.getOwnerIndex(j) != PlayerID) { // If this tile was already accounted, remove it if (this.basesMap.map[j] == 0) continue; let base = this.getBaseByID(this.basesMap.map[j]); if (base) { let index = base.territoryIndices.indexOf(j); if (index != -1) base.territoryIndices.splice(index, 1); else API3.warn(" problem in headquarters::updateTerritories for base " + this.basesMap.map[j]); } else API3.warn(" problem in headquarters::updateTerritories without base " + this.basesMap.map[j]); this.basesMap.map[j] = 0; } else { // Update the frontier let ix = j%width; let iz = Math.floor(j/width); let onFrontier = false; for (let a of around) { let jx = ix + Math.round(insideSmall*a[0]); if (jx < 0 || jx >= width) continue; let jz = iz + Math.round(insideSmall*a[1]); if (jz < 0 || jz >= width) continue; if (this.borderMap.map[jx+width*jz] & m.outside_Mask) continue; let territoryOwner = this.territoryMap.getOwnerIndex(jx+width*jz); if (territoryOwner != PlayerID && !(alliedVictory && gameState.isPlayerAlly(territoryOwner))) { this.borderMap.map[j] |= m.narrowFrontier_Mask; break; } jx = ix + Math.round(insideLarge*a[0]); if (jx < 0 || jx >= width) continue; jz = iz + Math.round(insideLarge*a[1]); if (jz < 0 || jz >= width) continue; if (this.borderMap.map[jx+width*jz] & m.outside_Mask) continue; territoryOwner = this.territoryMap.getOwnerIndex(jx+width*jz); if (territoryOwner != PlayerID && !(alliedVictory && gameState.isPlayerAlly(territoryOwner))) onFrontier = true; } if (onFrontier && !(this.borderMap.map[j] & m.narrowFrontier_Mask)) this.borderMap.map[j] |= m.largeFrontier_Mask; // If this tile was not already accounted, add it. if (this.basesMap.map[j] != 0) continue; let landPassable = false; let ind = API3.getMapIndices(j, this.territoryMap, passabilityMap); let access; for (let k of ind) { if (!this.landRegions[gameState.ai.accessibility.landPassMap[k]]) continue; landPassable = true; access = gameState.ai.accessibility.landPassMap[k]; break; } if (!landPassable) continue; let distmin = Math.min(); let baseID; let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; for (let base of this.baseManagers) { if (!base.anchor || !base.anchor.position()) continue; if (base.accessIndex != access) continue; let dist = API3.SquareVectorDistance(base.anchor.position(), pos); if (dist >= distmin) continue; distmin = dist; baseID = base.ID; } if (!baseID) continue; this.getBaseByID(baseID).territoryIndices.push(j); this.basesMap.map[j] = baseID; expansion++; } } if (!expansion) return; // We've increased our territory, so we may have some new room to build this.buildManager.resetMissingRoom(gameState); // And if sufficient expansion, check if building a new market would improve our present trade routes let cellArea = this.territoryMap.cellSize * this.territoryMap.cellSize; if (expansion * cellArea > 960) this.tradeManager.routeProspection = true; }; /** Reassign territories when a base is going to be deleted */ m.HQ.prototype.reassignTerritories = function(deletedBase) { let cellSize = this.territoryMap.cellSize; let width = this.territoryMap.width; for (let j = 0; j < this.territoryMap.length; ++j) { if (this.basesMap.map[j] != deletedBase.ID) continue; if (this.territoryMap.getOwnerIndex(j) != PlayerID) { API3.warn("Petra reassignTerritories: should never happen"); this.basesMap.map[j] = 0; continue; } let distmin = Math.min(); let baseID; let pos = [cellSize * (j%width+0.5), cellSize * (Math.floor(j/width)+0.5)]; for (let base of this.baseManagers) { if (!base.anchor || !base.anchor.position()) continue; if (base.accessIndex != deletedBase.accessIndex) continue; let dist = API3.SquareVectorDistance(base.anchor.position(), pos); if (dist >= distmin) continue; distmin = dist; baseID = base.ID; } if (baseID) { this.getBaseByID(baseID).territoryIndices.push(j); this.basesMap.map[j] = baseID; } else this.basesMap.map[j] = 0; } }; /** * returns the base corresponding to baseID */ m.HQ.prototype.getBaseByID = function(baseID) { for (let base of this.baseManagers) if (base.ID == baseID) return base; return undefined; }; /** * returns the number of bases with a cc * ActiveBases includes only those with a built cc * PotentialBases includes also those with a cc in construction */ m.HQ.prototype.numActiveBases = function() { if (!this.turnCache.base) this.updateBaseCache(); return this.turnCache.base.active; }; m.HQ.prototype.numPotentialBases = function() { if (!this.turnCache.base) this.updateBaseCache(); return this.turnCache.base.potential; }; m.HQ.prototype.updateBaseCache = function() { this.turnCache.base = { "active": 0, "potential": 0 }; for (let base of this.baseManagers) { if (!base.anchor) continue; ++this.turnCache.base.potential; if (base.anchor.foundationProgress() === undefined) ++this.turnCache.base.active; } }; m.HQ.prototype.resetBaseCache = function() { this.turnCache.base = undefined; }; /** * Count gatherers returning resources in the number of gatherers of resourceSupplies * to prevent the AI always reaffecting idle workers to these resourceSupplies (specially in naval maps). */ m.HQ.prototype.assignGatherers = function() { for (let base of this.baseManagers) { for (let worker of base.workers.values()) { if (worker.unitAIState().split(".")[1] != "RETURNRESOURCE") continue; let orders = worker.unitAIOrderData(); if (orders.length < 2 || !orders[1].target || orders[1].target != worker.getMetadata(PlayerID, "supply")) continue; this.AddTCGatherer(orders[1].target); } } }; m.HQ.prototype.isDangerousLocation = function(gameState, pos, radius) { return this.isNearInvadingArmy(pos) || this.isUnderEnemyFire(gameState, pos, radius); }; /** Check that the chosen position is not too near from an invading army */ m.HQ.prototype.isNearInvadingArmy = function(pos) { for (let army of this.defenseManager.armies) if (army.foePosition && API3.SquareVectorDistance(army.foePosition, pos) < 12000) return true; return false; }; m.HQ.prototype.isUnderEnemyFire = function(gameState, pos, radius = 0) { if (!this.turnCache.firingStructures) this.turnCache.firingStructures = gameState.updatingCollection("diplo-FiringStructures", API3.Filters.hasDefensiveFire(), gameState.getEnemyStructures()); for (let ent of this.turnCache.firingStructures.values()) { let range = radius + ent.attackRange("Ranged").max; if (API3.SquareVectorDistance(ent.position(), pos) < range*range) return true; } return false; }; /** Compute the capture strength of all units attacking a capturable target */ m.HQ.prototype.updateCaptureStrength = function(gameState) { this.capturableTargets.clear(); for (let ent of gameState.getOwnUnits().values()) { if (!ent.canCapture()) continue; let state = ent.unitAIState(); if (!state || !state.split(".")[1] || state.split(".")[1] != "COMBAT") 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.isCapturable() || !ent.canCapture(target)) continue; if (!this.capturableTargets.has(targetId)) this.capturableTargets.set(targetId, { "strength": ent.captureStrength() * m.getAttackBonus(ent, target, "Capture"), "ents": new Set([ent.id()]) }); else { let capturableTarget = this.capturableTargets.get(target.id()); capturableTarget.strength += ent.captureStrength() * m.getAttackBonus(ent, target, "Capture"); capturableTarget.ents.add(ent.id()); } } for (let [targetId, capturableTarget] of this.capturableTargets) { let target = gameState.getEntityById(targetId); let allowCapture; for (let entId of capturableTarget.ents) { let ent = gameState.getEntityById(entId); if (allowCapture === undefined) allowCapture = m.allowCapture(gameState, ent, target); let orderData = ent.unitAIOrderData(); if (!orderData || !orderData.length || !orderData[0].attackType) continue; if ((orderData[0].attackType == "Capture") !== allowCapture) ent.attack(targetId, allowCapture); } } this.capturableTargetsTime = gameState.ai.elapsedTime; }; /** Some functions that register that we assigned a gatherer to a resource this turn */ /** add a gatherer to the turn cache for this supply. */ m.HQ.prototype.AddTCGatherer = function(supplyID) { if (this.turnCache.resourceGatherer && this.turnCache.resourceGatherer[supplyID] !== undefined) ++this.turnCache.resourceGatherer[supplyID]; else { if (!this.turnCache.resourceGatherer) this.turnCache.resourceGatherer = {}; this.turnCache.resourceGatherer[supplyID] = 1; } }; /** remove a gatherer to the turn cache for this supply. */ m.HQ.prototype.RemoveTCGatherer = function(supplyID) { if (this.turnCache.resourceGatherer && this.turnCache.resourceGatherer[supplyID]) --this.turnCache.resourceGatherer[supplyID]; else { if (!this.turnCache.resourceGatherer) this.turnCache.resourceGatherer = {}; this.turnCache.resourceGatherer[supplyID] = -1; } }; m.HQ.prototype.GetTCGatherer = function(supplyID) { if (this.turnCache.resourceGatherer && this.turnCache.resourceGatherer[supplyID]) return this.turnCache.resourceGatherer[supplyID]; return 0; }; /** The next two are to register that we assigned a gatherer to a resource this turn. */ m.HQ.prototype.AddTCResGatherer = function(resource) { if (this.turnCache["resourceGatherer-" + resource]) ++this.turnCache["resourceGatherer-" + resource]; else this.turnCache["resourceGatherer-" + resource] = 1; if (this.turnCache.currentRates) this.turnCache.currentRates[resource] += 0.5; }; m.HQ.prototype.GetTCResGatherer = function(resource) { if (this.turnCache["resourceGatherer-" + resource]) return this.turnCache["resourceGatherer-" + resource]; return 0; }; /** * flag a resource as exhausted */ m.HQ.prototype.isResourceExhausted = function(resource) { if (this.turnCache["exhausted-" + resource] == undefined) this.turnCache["exhausted-" + resource] = this.baseManagers.every(base => !base.dropsiteSupplies[resource].nearby.length && !base.dropsiteSupplies[resource].medium.length && !base.dropsiteSupplies[resource].faraway.length); return this.turnCache["exhausted-" + resource]; }; /** * Check if a structure in blinking territory should/can be defended (currently if it has some attacking armies around) */ m.HQ.prototype.isDefendable = function(ent) { if (!this.turnCache.numAround) this.turnCache.numAround = {}; if (this.turnCache.numAround[ent.id()] === undefined) this.turnCache.numAround[ent.id()] = this.attackManager.numAttackingUnitsAround(ent.position(), 130); return +this.turnCache.numAround[ent.id()] > 8; }; /** * Get the number of population already accounted for */ m.HQ.prototype.getAccountedPopulation = function(gameState) { if (this.turnCache.accountedPopulation == undefined) { let pop = gameState.getPopulation(); for (let ent of gameState.getOwnTrainingFacilities().values()) { for (let item of ent.trainingQueue()) { if (!item.unitTemplate) continue; let unitPop = gameState.getTemplate(item.unitTemplate).get("Cost/Population"); if (unitPop) pop += item.count * unitPop; } } this.turnCache.accountedPopulation = pop; } return this.turnCache.accountedPopulation; }; /** * Get the number of workers already accounted for */ m.HQ.prototype.getAccountedWorkers = function(gameState) { if (this.turnCache.accountedWorkers == undefined) { let workers = gameState.getOwnEntitiesByRole("worker", true).length; for (let ent of gameState.getOwnTrainingFacilities().values()) { for (let item of ent.trainingQueue()) { if (!item.metadata || !item.metadata.role || item.metadata.role != "worker") continue; workers += item.count; } } this.turnCache.accountedWorkers = workers; } return this.turnCache.accountedWorkers; }; /** * Some functions are run every turn * Others once in a while */ m.HQ.prototype.update = function(gameState, queues, events) { Engine.ProfileStart("Headquarters update"); this.turnCache = {}; this.territoryMap = m.createTerritoryMap(gameState); this.canBarter = gameState.getOwnEntitiesByClass("BarterMarket", true).filter(API3.Filters.isBuilt()).hasEntities(); // TODO find a better way to update if (this.currentPhase != gameState.currentPhase()) { if (this.Config.debug > 0) API3.warn(" civ " + gameState.getPlayerCiv() + " has phasedUp from " + this.currentPhase + " to " + gameState.currentPhase() + " at time " + gameState.ai.elapsedTime + " phasing " + this.phasing); this.currentPhase = gameState.currentPhase(); // In principle, this.phasing should be already reset to 0 when starting the research // but this does not work in case of an autoResearch tech if (this.phasing) this.phasing = 0; } /* if (this.Config.debug > 1) { gameState.getOwnUnits().forEach (function (ent) { if (!ent.position()) return; m.dumpEntity(ent); }); } */ this.checkEvents(gameState, events); this.navalManager.checkEvents(gameState, queues, events); if (this.phasing) this.checkPhaseRequirements(gameState, queues); else this.researchManager.checkPhase(gameState, queues); if (this.numActiveBases() > 0) { if (gameState.ai.playedTurn % 4 == 0) this.trainMoreWorkers(gameState, queues); if (gameState.ai.playedTurn % 4 == 1) this.buildMoreHouses(gameState, queues); if ((!this.saveResources || this.canBarter) && gameState.ai.playedTurn % 4 == 2) this.buildFarmstead(gameState, queues); if (this.needCorral && gameState.ai.playedTurn % 4 == 3) this.manageCorral(gameState, queues); if (!queues.minorTech.hasQueuedUnits() && gameState.ai.playedTurn % 5 == 1) this.researchManager.update(gameState, queues); } if (this.numPotentialBases() < 1 || this.canExpand && gameState.ai.playedTurn % 10 == 7 && this.currentPhase > 1) this.checkBaseExpansion(gameState, queues); if (this.currentPhase > 1 && gameState.ai.playedTurn % 3 == 0) { if (!this.canBarter) this.buildMarket(gameState, queues); if (!this.saveResources) { this.buildBlacksmith(gameState, queues); this.buildTemple(gameState, queues); } if (gameState.ai.playedTurn % 30 == 0 && gameState.getPopulation() > 0.9 * gameState.getPopulationMax()) this.buildWonder(gameState, queues, false); } this.tradeManager.update(gameState, events, queues); this.garrisonManager.update(gameState, events); this.defenseManager.update(gameState, events); if (gameState.ai.playedTurn % 3 == 0) { this.constructTrainingBuildings(gameState, queues); if (this.Config.difficulty > 0) this.buildDefenses(gameState, queues); } this.assignGatherers(); let nbBases = this.baseManagers.length; let activeBase; // We will loop only on 1 active base per turn do { this.currentBase %= this.baseManagers.length; activeBase = this.baseManagers[this.currentBase++].update(gameState, queues, events); --nbBases; // TODO what to do with this.reassignTerritories(this.baseManagers[this.currentBase]); } while (!activeBase && nbBases != 0); this.navalManager.update(gameState, queues, events); if (this.Config.difficulty > 0 && (this.numActiveBases() > 0 || !this.canBuildUnits)) this.attackManager.update(gameState, queues, events); this.diplomacyManager.update(gameState, events); this.victoryManager.update(gameState, events, queues); // We update the capture strength at the end as it can change attack orders if (gameState.ai.elapsedTime - this.capturableTargetsTime > 3) this.updateCaptureStrength(gameState); Engine.ProfileStop(); }; m.HQ.prototype.Serialize = function() { let properties = { "phasing": this.phasing, "currentBase": this.currentBase, "lastFailedGather": this.lastFailedGather, "firstBaseConfig": this.firstBaseConfig, "supportRatio": this.supportRatio, "targetNumWorkers": this.targetNumWorkers, "fortStartTime": this.fortStartTime, "towerStartTime": this.towerStartTime, "fortressStartTime": this.fortressStartTime, "bAdvanced": this.bAdvanced, "saveResources": this.saveResources, "saveSpace": this.saveSpace, "needCorral": this.needCorral, "needFarm": this.needFarm, "needFish": this.needFish, "maxFields": this.maxFields, "canExpand": this.canExpand, "canBuildUnits": this.canBuildUnits, "navalMap": this.navalMap, "landRegions": this.landRegions, "navalRegions": this.navalRegions, "decayingStructures": this.decayingStructures, "capturableTargets": this.capturableTargets, "capturableTargetsTime": this.capturableTargetsTime }; let baseManagers = []; for (let base of this.baseManagers) baseManagers.push(base.Serialize()); if (this.Config.debug == -100) { API3.warn(" HQ serialization ---------------------"); API3.warn(" properties " + uneval(properties)); API3.warn(" baseManagers " + uneval(baseManagers)); API3.warn(" attackManager " + uneval(this.attackManager.Serialize())); API3.warn(" buildManager " + uneval(this.buildManager.Serialize())); API3.warn(" defenseManager " + uneval(this.defenseManager.Serialize())); API3.warn(" tradeManager " + uneval(this.tradeManager.Serialize())); API3.warn(" navalManager " + uneval(this.navalManager.Serialize())); API3.warn(" researchManager " + uneval(this.researchManager.Serialize())); API3.warn(" diplomacyManager " + uneval(this.diplomacyManager.Serialize())); API3.warn(" garrisonManager " + uneval(this.garrisonManager.Serialize())); API3.warn(" victoryManager " + uneval(this.victoryManager.Serialize())); } return { "properties": properties, "baseManagers": baseManagers, "attackManager": this.attackManager.Serialize(), "buildManager": this.buildManager.Serialize(), "defenseManager": this.defenseManager.Serialize(), "tradeManager": this.tradeManager.Serialize(), "navalManager": this.navalManager.Serialize(), "researchManager": this.researchManager.Serialize(), "diplomacyManager": this.diplomacyManager.Serialize(), "garrisonManager": this.garrisonManager.Serialize(), "victoryManager": this.victoryManager.Serialize(), }; }; m.HQ.prototype.Deserialize = function(gameState, data) { for (let key in data.properties) this[key] = data.properties[key]; this.baseManagers = []; for (let base of data.baseManagers) { // the first call to deserialize set the ID base needed by entitycollections let newbase = new m.BaseManager(gameState, this.Config); newbase.Deserialize(gameState, base); newbase.init(gameState); newbase.Deserialize(gameState, base); this.baseManagers.push(newbase); } this.navalManager = new m.NavalManager(this.Config); this.navalManager.init(gameState, true); this.navalManager.Deserialize(gameState, data.navalManager); this.attackManager = new m.AttackManager(this.Config); this.attackManager.Deserialize(gameState, data.attackManager); this.attackManager.init(gameState); this.attackManager.Deserialize(gameState, data.attackManager); this.buildManager = new m.BuildManager(); this.buildManager.Deserialize(data.buildManager); this.defenseManager = new m.DefenseManager(this.Config); this.defenseManager.Deserialize(gameState, data.defenseManager); this.tradeManager = new m.TradeManager(this.Config); this.tradeManager.init(gameState); this.tradeManager.Deserialize(gameState, data.tradeManager); this.researchManager = new m.ResearchManager(this.Config); this.researchManager.Deserialize(data.researchManager); this.diplomacyManager = new m.DiplomacyManager(this.Config); this.diplomacyManager.Deserialize(data.diplomacyManager); this.garrisonManager = new m.GarrisonManager(this.Config); this.garrisonManager.Deserialize(data.garrisonManager); this.victoryManager = new m.VictoryManager(this.Config); this.victoryManager.Deserialize(data.victoryManager); }; return m; }(PETRA);