Index: ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js
===================================================================
--- ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js (revision 22327)
+++ ps/trunk/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js (revision 22328)
@@ -1,641 +1,641 @@
/**
* The city is patroled along its paths by infantry champions that respawn reoccuringly.
* There are increasingly great gaia attacks started from the different buildings.
* The players can destroy gaia buildings to reduce the number of attackers for the future.
*/
/**
* If set to true, it will print how many templates would be spawned if the players were not defeated.
*/
const dryRun = false;
/**
* If enabled, prints the number of units to the command line output.
*/
const showDebugLog = false;
/**
* Since Gaia doesn't have a TechnologyManager, Advanced and Elite soldiers have the same statistics as Basic.
*/
var jebelBarkal_rank = "Basic";
/**
* Limit the total amount of gaia units spawned for performance reasons.
*/
var jebelBarkal_maxPopulation = 8 * 150;
/**
* These are the templates spawned at the gamestart and during the game.
*/
var jebelBarkal_templateClasses = deepfreeze({
"heroes": "Hero",
"champions": "Champion+!Elephant",
"elephants": "Champion+Elephant",
"champion_infantry": "Champion+Infantry",
"champion_infantry_melee": "Champion+Infantry+Melee",
"champion_infantry_ranged": "Champion+Infantry+Ranged",
"champion_cavalry": "Champion+Cavalry",
"champion_cavalry_melee": "Champion+Cavalry+Melee",
"citizenSoldiers": "CitizenSoldier",
"citizenSoldier_infantry": "CitizenSoldier+Infantry",
"citizenSoldier_infantry_melee": "CitizenSoldier+Infantry+Melee",
"citizenSoldier_infantry_ranged": "CitizenSoldier+Infantry+Ranged",
"citizenSoldier_cavalry": "CitizenSoldier+Cavalry",
"citizenSoldier_cavalry_melee": "CitizenSoldier+Cavalry+Melee",
"healers": "Healer",
"females": "FemaleCitizen"
});
var jebelBarkal_templates = deepfreeze(Object.keys(jebelBarkal_templateClasses).reduce((templates, name) => {
templates[name] = TriggerHelper.GetTemplateNamesByClasses(jebelBarkal_templateClasses[name], "kush", undefined, jebelBarkal_rank, true);
return templates;
}, {}));
/**
* These are the formations patroling and attacking units can use.
*/
var jebelBarkal_formations = [
"special/formations/line_closed",
"special/formations/box"
];
/**
* Balancing helper function.
*
* @returns min0 value at the beginning of the game, min60 after an hour of gametime or longer and
* a proportionate number between these two values before the first hour is reached.
*/
var scaleByTime = (minCurrent, min0, min60) => min0 + (min60 - min0) * Math.min(1, minCurrent / 60);
/**
* @returns min0 value at the beginning of the game, min60 after an hour of gametime or longer and
* a proportionate number between these two values before the first hour is reached.
*/
var scaleByMapSize = (min, max) => min + (max - min) * (TriggerHelper.GetMapSizeTiles() - 128) / (512 - 128);
/**
* Defensive Infantry units patrol along the paths of the city.
*/
var jebelBarkal_cityPatrolGroup_count = time => TriggerHelper.GetMapSizeTiles() > 192 ? scaleByTime(time, 3, scaleByMapSize(3, 10)) : 0;
var jebelBarkal_cityPatrolGroup_interval = time => scaleByTime(time, 5, 3);
var jebelBarkal_cityPatrolGroup_balancing = {
- "buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks+!Stables", "Embassy"],
+ "buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress", "Barracks", "Embassy"],
"unitCount": time => Math.min(20, scaleByTime(time, 10, 45)),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.champion_infantry_melee,
"frequency": scaleByTime(time, 0, 2)
},
{
"templates": jebelBarkal_templates.champion_infantry_ranged,
"frequency": scaleByTime(time, 0, 3)
},
{
"templates": jebelBarkal_templates.citizenSoldier_infantry_melee,
"frequency": scaleByTime(time, 2, 0)
},
{
"templates": jebelBarkal_templates.citizenSoldier_infantry_ranged,
"frequency": scaleByTime(time, 3, 0)
}
],
"targetClasses": () => "Unit+!Ship"
};
/**
* Frequently the buildings spawn different units that attack the players groupwise.
* Leave more time between the attacks in later stages of the game since the attackers become much stronger over time.
*/
var jebelBarkal_attackInterval = (time, difficulty) => randFloat(5, 7) + time / difficulty / 10;
/**
* Prevent city patrols chasing the starting units in nomad mode.
*/
var jebelBarkal_firstCityPatrolTime = (difficulty, isNomad) =>
(isNomad ? 7 - difficulty : 0);
/**
* Delay the first attack in nomad mode.
*/
var jebelBarkal_firstAttackTime = (difficulty, isNomad) =>
jebelBarkal_attackInterval(0, difficulty) +
2 * Math.max(0, 3 - difficulty) +
(isNomad ? 9 - difficulty : 0);
/**
* Account for varying mapsizes and number of players when spawning attackers.
*/
var jebelBarkal_attackerGroup_sizeFactor = (numPlayers, numInitialSpawnPoints, difficulty) =>
numPlayers / numInitialSpawnPoints * difficulty * 0.85;
/**
* Assume gaia to be the native kushite player.
*/
var jebelBarkal_playerID = 0;
/**
* City patrols soldiers will patrol along these triggerpoints on the crossings of the city paths.
*/
var jebelBarkal_cityPatrolGroup_triggerPointPath = "A";
/**
* Attackers will patrol these points after having finished the attack-walk order.
*/
var jebelBarkal_attackerGroup_triggerPointPatrol = "B";
/**
* Number of points the attackers patrol.
*/
var jebelBarkal_patrolPointCount = 6;
/**
* Healers near the wonder run these animations when idle.
*/
var jebelBarkal_ritualAnimations = ["attack_capture", "promotion", "heal"];
/**
* This defines which units are spawned and garrisoned at the gamestart per building.
*/
var jebelBarkal_buildingGarrison = difficulty => [
{
"buildingClasses": ["Wonder", "Temple", "CivCentre", "Fortress"],
"unitTemplates": jebelBarkal_templates.champions,
"capacityRatio": 1
},
{
- "buildingClasses": ["Barracks+!Stables", "Embassy"],
+ "buildingClasses": ["Barracks", "Embassy"],
"unitTemplates": [...jebelBarkal_templates.citizenSoldiers, ...jebelBarkal_templates.champions],
"capacityRatio": 1
},
{
"buildingClasses": ["DefenseTower"],
"unitTemplates": jebelBarkal_templates.champion_infantry,
"capacityRatio": 1
},
{
- "buildingClasses": ["ElephantStables"],
+ "buildingClasses": ["ElephantStable"],
"unitTemplates": jebelBarkal_templates.elephants,
"capacityRatio": 1
},
{
- "buildingClasses": ["Stables"],
+ "buildingClasses": ["Stable"],
"unitTemplates": jebelBarkal_templates.champion_cavalry,
"capacityRatio": 1
},
{
"buildingClasses": ["House"],
"unitTemplates": [...jebelBarkal_templates.females, ...jebelBarkal_templates.healers],
"capacityRatio": 0.5
},
{
"buildingClasses": ["StoneWall+Tower"],
"unitTemplates": jebelBarkal_templates.champion_infantry_ranged,
"capacityRatio": difficulty > 3 ? 1 : 0
},
{
"buildingClasses": ["StoneWall+!Tower"],
"unitTemplates": difficulty > 3 ? jebelBarkal_templates.champion_infantry_ranged : jebelBarkal_templates.citizenSoldier_infantry_ranged,
"capacityRatio": (difficulty - 2) / 3
}
];
/**
* This defines which units are spawned at the different buildings at the given time.
* The buildings are ordered by strength.
* Notice that there are always 2 groups of these count spawned, one for each side!
* The units should do a walk-attack to random player CCs
*/
var jebelBarkal_attackerGroup_balancing = [
{
// This should be the most influential building
"buildingClasses": ["Wonder"],
"unitCount": time => scaleByTime(time, 0, 85),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.heroes,
"count": randBool(scaleByTime(time, -0.5, 2)) ? 1 : 0,
"unique_entities": heroes
},
{
"templates": jebelBarkal_templates.healers,
"frequency": randFloat(0, 0.1)
},
{
"templates": jebelBarkal_templates.champions,
"frequency": scaleByTime(time, 0, 0.6)
},
{
"templates": jebelBarkal_templates.champion_infantry_ranged,
"frequency": scaleByTime(time, 0, 0.4)
},
{
"templates": jebelBarkal_templates.citizenSoldiers,
"frequency": scaleByTime(time, 1, 0)
},
{
"templates": jebelBarkal_templates.citizenSoldier_infantry_ranged,
"frequency": scaleByTime(time, 1, 0)
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
"buildingClasses": ["Fortress"],
"unitCount": time => scaleByTime(time, 0, 45),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.heroes,
"count": randBool(scaleByTime(time, -0.5, 1.5)) ? 1 : 0,
"unique_entities": heroes
},
{
"templates": jebelBarkal_templates.champions,
"frequency": scaleByTime(time, 0, 1)
},
{
"templates": jebelBarkal_templates.citizenSoldiers,
"frequency": scaleByTime(time, 1, 0)
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
// These should only train the strongest units
"buildingClasses": ["Temple"],
"unitCount": time => Math.min(45, scaleByTime(time, -30, 90)),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.heroes,
"count": randBool(scaleByTime(time, -0.5, 1)) ? 1 : 0,
"unique_entities": heroes
},
{
"templates": jebelBarkal_templates.champion_infantry_melee,
"frequency": 0.5
},
{
"templates": jebelBarkal_templates.champion_infantry_ranged,
"frequency": 0.5
},
{
"templates": jebelBarkal_templates.healers,
"frequency": randFloat(0.05, 0.2)
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
"buildingClasses": ["CivCentre"],
"unitCount": time => Math.min(40, scaleByTime(time, 0, 80)),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.heroes,
"count": randBool(scaleByTime(time, -0.5, 0.5)) ? 1 : 0,
"unique_entities": heroes
},
{
"templates": jebelBarkal_templates.champion_infantry,
"frequency": scaleByTime(time, 0, 1)
},
{
"templates": jebelBarkal_templates.citizenSoldiers,
"frequency": scaleByTime(time, 1, 0)
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
- "buildingClasses": ["Stables"],
+ "buildingClasses": ["Stable"],
"unitCount": time => Math.min(30, scaleByTime(time, 0, 80)),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.citizenSoldier_cavalry_melee,
"frequency": scaleByTime(time, 2, 0)
},
{
"templates": jebelBarkal_templates.champion_cavalry_melee,
"frequency": scaleByTime(time, 0, 1)
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
- "buildingClasses": ["Barracks+!Stables", "Embassy"],
+ "buildingClasses": ["Barracks", "Embassy"],
"unitCount": time => Math.min(35, scaleByTime(time, 0, 70)),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.citizenSoldier_infantry,
"frequency": 1
}
],
"formations": jebelBarkal_formations,
"targetClasses": () => "Unit+!Ship"
},
{
- "buildingClasses": ["ElephantStables", "Wonder"],
+ "buildingClasses": ["ElephantStable", "Wonder"],
"unitCount": time => scaleByTime(time, 1, 14),
"unitComposition": (time, heroes) => [
{
"templates": jebelBarkal_templates.elephants,
"frequency": 1
}
],
"formations": [],
"targetClasses": () => pickRandom(["Defensive SiegeEngine Monument Wonder", "Structure"])
}
];
Trigger.prototype.debugLog = function(txt)
{
if (showDebugLog)
print("DEBUG [" + Math.round(TriggerHelper.GetMinutes()) + "] " + txt + "\n");
};
Trigger.prototype.JebelBarkal_Init = function()
{
let isNomad = !TriggerHelper.GetAllPlayersEntitiesByClass("CivCentre").length;
this.JebelBarkal_TrackUnits();
this.RegisterTrigger("OnOwnershipChanged", "JebelBarkal_OwnershipChange", { "enabled": true });
this.JebelBarkal_SetDefenderStance();
this.JebelBarkal_StartRitualAnimations();
this.JebelBarkal_GarrisonBuildings();
this.DoAfterDelay(jebelBarkal_firstCityPatrolTime(this.GetDifficulty(), isNomad) * 60 * 1000, "JebelBarkal_SpawnCityPatrolGroups", {});
this.JebelBarkal_StartAttackTimer(jebelBarkal_firstAttackTime(this.GetDifficulty(), isNomad));
};
Trigger.prototype.JebelBarkal_TrackUnits = function()
{
// Each item is an entity ID
this.jebelBarkal_heroes = [];
this.jebelBarkal_ritualHealers = TriggerHelper.GetPlayerEntitiesByClass(jebelBarkal_playerID, "Healer");
// Each item is an array of entity IDs
this.jebelBarkal_patrolingUnits = [];
// Keep track of population limit for attackers
this.jebelBarkal_attackerUnits = [];
// Array of entityIDs where patrol groups can spawn
this.jebelBarkal_patrolGroupSpawnPoints = TriggerHelper.GetPlayerEntitiesByClass(
jebelBarkal_playerID,
jebelBarkal_cityPatrolGroup_balancing.buildingClasses);
this.debugLog("Patrol spawn points: " + uneval(this.jebelBarkal_patrolGroupSpawnPoints));
// Array of entityIDs where attacker groups can spawn
this.jebelBarkal_attackerGroupSpawnPoints = TriggerHelper.GetPlayerEntitiesByClass(
jebelBarkal_playerID,
jebelBarkal_attackerGroup_balancing.reduce((classes, attackerSpawning) => classes.concat(attackerSpawning.buildingClasses), []));
this.numInitialSpawnPoints = this.jebelBarkal_attackerGroupSpawnPoints.length;
this.debugLog("Attacker spawn points: " + uneval(this.jebelBarkal_attackerGroupSpawnPoints));
};
Trigger.prototype.JebelBarkal_SetDefenderStance = function()
{
for (let ent of TriggerHelper.GetPlayerEntitiesByClass(jebelBarkal_playerID, "Human"))
TriggerHelper.SetUnitStance(ent, "defensive");
};
Trigger.prototype.JebelBarkal_StartRitualAnimations = function()
{
this.DoRepeatedly(5 * 1000, "JebelBarkal_UpdateRitualAnimations", {});
};
Trigger.prototype.JebelBarkal_UpdateRitualAnimations = function()
{
for (let ent of this.jebelBarkal_ritualHealers)
{
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
if (!cmpUnitAI || cmpUnitAI.GetCurrentState() != "INDIVIDUAL.IDLE")
continue;
let cmpVisual = Engine.QueryInterface(ent, IID_Visual);
if (cmpVisual && jebelBarkal_ritualAnimations.indexOf(cmpVisual.GetAnimationName()) == -1)
cmpVisual.SelectAnimation(pickRandom(jebelBarkal_ritualAnimations), false, 1, "");
}
};
Trigger.prototype.JebelBarkal_GarrisonBuildings = function()
{
for (let buildingGarrison of jebelBarkal_buildingGarrison(this.GetDifficulty()))
TriggerHelper.SpawnAndGarrisonAtClasses(jebelBarkal_playerID, buildingGarrison.buildingClasses, buildingGarrison.unitTemplates, buildingGarrison.capacityRatio);
};
/**
* Spawn new groups if old ones were wiped out.
*/
Trigger.prototype.JebelBarkal_SpawnCityPatrolGroups = function()
{
if (!this.jebelBarkal_patrolGroupSpawnPoints.length)
return;
let time = TriggerHelper.GetMinutes();
let groupCount = Math.floor(Math.max(0, jebelBarkal_cityPatrolGroup_count(time)) - this.jebelBarkal_patrolingUnits.length);
this.debugLog("Spawning " + groupCount + " city patrol groups, " + this.jebelBarkal_patrolingUnits.length + " exist");
for (let i = 0; i < groupCount; ++i)
{
let spawnEnt = pickRandom(this.jebelBarkal_patrolGroupSpawnPoints);
let templateCounts = TriggerHelper.BalancedTemplateComposition(
jebelBarkal_cityPatrolGroup_balancing.unitComposition(time, this.jebelBarkal_heroes),
jebelBarkal_cityPatrolGroup_balancing.unitCount(time));
this.debugLog(uneval(templateCounts));
let groupEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts);
this.jebelBarkal_patrolingUnits.push(groupEntities);
for (let ent of groupEntities)
TriggerHelper.SetUnitStance(ent, "defensive");
TriggerHelper.SetUnitFormation(jebelBarkal_playerID, groupEntities, pickRandom(jebelBarkal_formations));
for (let patrolTarget of shuffleArray(this.GetTriggerPoints(jebelBarkal_cityPatrolGroup_triggerPointPath)))
{
let pos = TriggerHelper.GetEntityPosition2D(patrolTarget);
ProcessCommand(jebelBarkal_playerID, {
"type": "patrol",
"entities": groupEntities,
"x": pos.x,
"z": pos.y,
"targetClasses": {
"attack": jebelBarkal_cityPatrolGroup_balancing.targetClasses()
},
"queued": true,
"allowCapture": false
});
}
}
this.DoAfterDelay(jebelBarkal_cityPatrolGroup_interval(time) * 60 * 1000, "JebelBarkal_SpawnCityPatrolGroups", {});
};
Trigger.prototype.JebelBarkal_SpawnTemplates = function(spawnEnt, templateCounts)
{
let groupEntities = [];
for (let templateName in templateCounts)
{
let ents = TriggerHelper.SpawnUnits(spawnEnt, templateName, templateCounts[templateName], jebelBarkal_playerID);
groupEntities = groupEntities.concat(ents);
if (jebelBarkal_templates.heroes.indexOf(templateName) != -1 && ents[0])
this.jebelBarkal_heroes.push(ents[0]);
}
return groupEntities;
};
/**
* Spawn a group of attackers at every remaining building.
*/
Trigger.prototype.JebelBarkal_SpawnAttackerGroups = function()
{
if (!this.jebelBarkal_attackerGroupSpawnPoints)
return;
let time = TriggerHelper.GetMinutes();
this.JebelBarkal_StartAttackTimer(jebelBarkal_attackInterval(time, this.GetDifficulty()));
this.debugLog("Attacker wave (at most " + (jebelBarkal_maxPopulation - this.jebelBarkal_attackerUnits.length) + " attackers)");
let activePlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetActivePlayers();
let playerEntities = activePlayers.map(playerID =>
TriggerHelper.GetEntitiesByPlayer(playerID).filter(TriggerHelper.IsInWorld));
let patrolPoints = this.GetTriggerPoints(jebelBarkal_attackerGroup_triggerPointPatrol);
let groupSizeFactor = jebelBarkal_attackerGroup_sizeFactor(
activePlayers.length,
this.numInitialSpawnPoints,
this.GetDifficulty());
let totalSpawnCount = 0;
for (let spawnPointBalancing of jebelBarkal_attackerGroup_balancing)
{
let targets = playerEntities.reduce((allTargets, playerEnts) =>
allTargets.concat(shuffleArray(TriggerHelper.MatchEntitiesByClass(playerEnts, spawnPointBalancing.targetClasses())).slice(0, 10)), []);
if (!targets.length)
continue;
for (let spawnEnt of TriggerHelper.MatchEntitiesByClass(this.jebelBarkal_attackerGroupSpawnPoints, spawnPointBalancing.buildingClasses))
{
let unitCount = Math.min(
jebelBarkal_maxPopulation - this.jebelBarkal_attackerUnits.length,
groupSizeFactor * spawnPointBalancing.unitCount(time));
// Spawn between 0 and 1 elephants per stable in a 1v1 on a normal mapsize at the beginning
unitCount = Math.floor(unitCount) + (randBool(unitCount % 1) ? 1 : 0);
if (unitCount <= 0)
continue;
let templateCounts = TriggerHelper.BalancedTemplateComposition(spawnPointBalancing.unitComposition(time, this.jebelBarkal_heroes), unitCount);
totalSpawnCount += unitCount;
this.debugLog("Spawning " + unitCount + " attackers at " + uneval(spawnPointBalancing.buildingClasses) + " " +
spawnEnt + ":\n" + uneval(templateCounts));
if (dryRun)
continue;
let spawnedEntities = this.JebelBarkal_SpawnTemplates(spawnEnt, templateCounts);
this.jebelBarkal_attackerUnits = this.jebelBarkal_attackerUnits.concat(spawnedEntities);
let formation = pickRandom(spawnPointBalancing.formations);
if (formation)
TriggerHelper.SetUnitFormation(jebelBarkal_playerID, spawnedEntities, formation);
let entityGroups = formation ? [spawnedEntities] : spawnedEntities.reduce((entityGroup, ent) => entityGroup.concat([[ent]]), []);
for (let i = 0; i < jebelBarkal_patrolPointCount; ++i)
for (let entities of entityGroups)
{
let pos = TriggerHelper.GetEntityPosition2D(pickRandom(i == 0 ? targets : patrolPoints));
ProcessCommand(jebelBarkal_playerID, {
"type": "patrol",
"entities": entities,
"x": pos.x,
"z": pos.y,
"targetClasses": {
"attack": spawnPointBalancing.targetClasses()
},
"queued": true,
"allowCapture": false
});
}
}
}
this.debugLog("Total attackers: " + totalSpawnCount);
if (totalSpawnCount)
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
"message": markForTranslation("Napata is attacking!"),
"translateMessage": true
});
};
Trigger.prototype.JebelBarkal_StartAttackTimer = function(delay)
{
let nextAttack = delay * 60 * 1000;
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).AddTimeNotification({
"message": markForTranslation("Napata will attack in %(time)s!"),
"players": [-1, 0],
"translateMessage": true
}, nextAttack);
this.DoAfterDelay(nextAttack, "JebelBarkal_SpawnAttackerGroups", {});
};
/**
* Keep track of heroes, so that each of them remains unique.
* Keep track of spawn points, as only there units should be spawned.
*/
Trigger.prototype.JebelBarkal_OwnershipChange = function(data)
{
if (data.from != 0)
return;
let trackedEntityArrays = [
this.jebelBarkal_heroes,
this.jebelBarkal_ritualHealers,
this.jebelBarkal_patrolGroupSpawnPoints,
this.jebelBarkal_attackerGroupSpawnPoints,
this.jebelBarkal_attackerUnits,
...this.jebelBarkal_patrolingUnits,
];
for (let array of trackedEntityArrays)
{
let idx = array.indexOf(data.entity);
if (idx != -1)
array.splice(idx, 1);
}
this.jebelBarkal_patrolingUnits = this.jebelBarkal_patrolingUnits.filter(entities => entities.length);
};
{
Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger).RegisterTrigger("OnInitGame", "JebelBarkal_Init", { "enabled": true });
}
Index: ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js (revision 22327)
+++ ps/trunk/binaries/data/mods/public/simulation/ai/petra/headquarters.js (revision 22328)
@@ -1,2896 +1,2896 @@
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 Center
* 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 Center
* 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("Range", true).length;
let stableTemplate = this.canBuild(gameState, "structures/{civ}_stable") ? "structures/{civ}_stable" : undefined;
- let numStables = gameState.getOwnEntitiesByClass("Stables", true).length;
+ let numStables = gameState.getOwnEntitiesByClass("Stable", 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)
{
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)
{
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())
+ if (this.canBuild(gameState, "structures/{civ}_elephant_stables") && !gameState.getOwnEntitiesByClass("ElephantStable", 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 center 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 reassigning 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);
Index: ps/trunk/binaries/data/mods/public/simulation/components/Identity.js
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 22327)
+++ ps/trunk/binaries/data/mods/public/simulation/components/Identity.js (revision 22328)
@@ -1,169 +1,169 @@
function Identity() {}
Identity.prototype.Schema =
"Specifies various names and values associated with the unit type, typically for GUI display to users." +
"" +
"athen" +
"Athenian Hoplite" +
"Hoplī́tēs Athēnaïkós" +
"units/athen_infantry_spearman.png" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"Basic" +
"Advanced" +
"Elite" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
- "" +
+ "" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"tokens" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"" +
"";
Identity.prototype.Init = function()
{
this.classesList = GetIdentityClasses(this.template);
this.visibleClassesList = GetVisibleIdentityClasses(this.template);
};
Identity.prototype.Deserialize = function ()
{
this.Init();
};
Identity.prototype.Serialize = null; // we have no dynamic state to save
Identity.prototype.GetCiv = function()
{
return this.template.Civ;
};
Identity.prototype.GetLang = function()
{
return this.template.Lang || "greek"; // ugly default
};
Identity.prototype.GetGender = function()
{
return this.template.Gender || "male"; // ugly default
};
Identity.prototype.GetRank = function()
{
return this.template.Rank || "";
};
Identity.prototype.GetClassesList = function()
{
return this.classesList;
};
Identity.prototype.GetVisibleClassesList = function()
{
return this.visibleClassesList;
};
Identity.prototype.HasClass = function(name)
{
return this.GetClassesList().indexOf(name) != -1;
};
Identity.prototype.GetFormationsList = function()
{
if (this.template.Formations && this.template.Formations._string)
return this.template.Formations._string.split(/\s+/);
return [];
};
Identity.prototype.CanUseFormation = function(template)
{
return this.GetFormationsList().indexOf(template) != -1;
};
Identity.prototype.GetSelectionGroupName = function()
{
return this.template.SelectionGroupName || "";
};
Identity.prototype.GetGenericName = function()
{
return this.template.GenericName;
};
Identity.prototype.IsUndeletable = function()
{
return this.template.Undeletable == "true";
};
Engine.RegisterComponentType(IID_Identity, "Identity", Identity);
Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json (revision 22327)
+++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json (revision 22328)
@@ -1,14 +1,14 @@
{
"genericName": "Cavalry Conscription",
"supersedes": "persians/training_levy_cavalry",
"description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
"cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0},
"requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "horse_rider.png",
"researchTime": 40,
"tooltip": "Faster batch training speed for the Stables.",
"modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}],
- "affects": ["Stables"],
+ "affects": ["Stable"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
-}
\ No newline at end of file
+}
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stables.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stables.xml (revision 22327)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_elephant_stables.xml (revision 22328)
@@ -1,60 +1,60 @@
300002002008.05Elephant13000decay|rubble/rubble_stone_6x6Elephant Stablesphase_citystructures/stable_elephant.pngTrain elephant units.
- City ElephantStables
+ City ElephantStable050500.7
units/{civ}_support_elephant
units/{civ}_elephant_archer_b
units/{civ}_champion_elephant
interface/complete/building/complete_elephant_stables.xml38structures/fndn_9x8.xml
Index: ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml
===================================================================
--- ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml (revision 22327)
+++ ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_military_stable.xml (revision 22328)
@@ -1,59 +1,59 @@
15030012.010Cavalry2000decay|rubble/rubble_stone_5x5Stablestructures/pers_stable.pngphase_villageTrain citizen-soldier cavalry. Research training improvements.
- Village Stables
+ Village Stable3000.8
units/{civ}_cavalry_swordsman_b
units/{civ}_cavalry_spearman_b
units/{civ}_cavalry_javelinist_b
units/{civ}_cavalry_archer_b
heal_barracks
persians/training_levy_cavalry
persians/training_conscription_cavalry
successors/special_war_horses
interface/complete/building/complete_cavalry_stables.xml32