@supalosa/chronodivide-bot 0.1.0 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +71 -46
- package/dist/bot/bot.js +27 -183
- package/dist/bot/logic/awareness.js +122 -0
- package/dist/bot/logic/building/basicGroundUnit.js +8 -6
- package/dist/bot/logic/building/building.js +6 -3
- package/dist/bot/logic/building/harvester.js +1 -1
- package/dist/bot/logic/building/queueController.js +4 -21
- package/dist/bot/logic/common/scout.js +10 -0
- package/dist/bot/logic/knowledge.js +1 -0
- package/dist/bot/logic/map/map.js +6 -0
- package/dist/bot/logic/map/sector.js +6 -1
- package/dist/bot/logic/mission/basicMission.js +1 -5
- package/dist/bot/logic/mission/expansionMission.js +22 -4
- package/dist/bot/logic/mission/mission.js +49 -2
- package/dist/bot/logic/mission/missionController.js +67 -34
- package/dist/bot/logic/mission/missionFactories.js +10 -0
- package/dist/bot/logic/mission/missions/attackMission.js +109 -0
- package/dist/bot/logic/mission/missions/defenceMission.js +62 -0
- package/dist/bot/logic/mission/missions/expansionMission.js +24 -0
- package/dist/bot/logic/mission/missions/oneTimeMission.js +26 -0
- package/dist/bot/logic/mission/missions/retreatMission.js +7 -0
- package/dist/bot/logic/mission/missions/scoutingMission.js +38 -0
- package/dist/bot/logic/squad/behaviours/attackSquad.js +82 -0
- package/dist/bot/logic/squad/behaviours/combatSquad.js +99 -0
- package/dist/bot/logic/squad/behaviours/common.js +37 -0
- package/dist/bot/logic/squad/behaviours/defenceSquad.js +48 -0
- package/dist/bot/logic/squad/behaviours/expansionSquad.js +42 -0
- package/dist/bot/logic/squad/behaviours/retreatSquad.js +32 -0
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +38 -0
- package/dist/bot/logic/squad/behaviours/squadExpansion.js +26 -13
- package/dist/bot/logic/squad/squad.js +68 -15
- package/dist/bot/logic/squad/squadBehaviour.js +5 -5
- package/dist/bot/logic/squad/squadBehaviours.js +6 -0
- package/dist/bot/logic/squad/squadController.js +106 -15
- package/dist/exampleBot.js +22 -7
- package/package.json +29 -24
- package/src/bot/bot.ts +178 -378
- package/src/bot/logic/awareness.ts +220 -0
- package/src/bot/logic/building/ArtilleryUnit.ts +2 -2
- package/src/bot/logic/building/antiGroundStaticDefence.ts +2 -2
- package/src/bot/logic/building/basicAirUnit.ts +2 -2
- package/src/bot/logic/building/basicBuilding.ts +2 -2
- package/src/bot/logic/building/basicGroundUnit.ts +83 -78
- package/src/bot/logic/building/building.ts +125 -120
- package/src/bot/logic/building/harvester.ts +27 -27
- package/src/bot/logic/building/powerPlant.ts +1 -1
- package/src/bot/logic/building/queueController.ts +17 -38
- package/src/bot/logic/building/resourceCollectionBuilding.ts +1 -1
- package/src/bot/logic/common/scout.ts +12 -0
- package/src/bot/logic/map/map.ts +11 -3
- package/src/bot/logic/map/sector.ts +136 -130
- package/src/bot/logic/mission/mission.ts +83 -47
- package/src/bot/logic/mission/missionController.ts +103 -51
- package/src/bot/logic/mission/missionFactories.ts +46 -0
- package/src/bot/logic/mission/missions/attackMission.ts +152 -0
- package/src/bot/logic/mission/missions/defenceMission.ts +104 -0
- package/src/bot/logic/mission/missions/expansionMission.ts +49 -0
- package/src/bot/logic/mission/missions/oneTimeMission.ts +32 -0
- package/src/bot/logic/mission/missions/retreatMission.ts +9 -0
- package/src/bot/logic/mission/missions/scoutingMission.ts +59 -0
- package/src/bot/logic/squad/behaviours/combatSquad.ts +125 -0
- package/src/bot/logic/squad/behaviours/common.ts +37 -0
- package/src/bot/logic/squad/behaviours/expansionSquad.ts +59 -0
- package/src/bot/logic/squad/behaviours/retreatSquad.ts +46 -0
- package/src/bot/logic/squad/behaviours/scoutingSquad.ts +56 -0
- package/src/bot/logic/squad/squad.ts +163 -97
- package/src/bot/logic/squad/squadBehaviour.ts +61 -43
- package/src/bot/logic/squad/squadBehaviours.ts +8 -0
- package/src/bot/logic/squad/squadController.ts +190 -66
- package/src/exampleBot.ts +19 -4
- package/tsconfig.json +1 -1
- package/src/bot/logic/mission/basicMission.ts +0 -42
- package/src/bot/logic/mission/expansionMission.ts +0 -25
- package/src/bot/logic/squad/behaviours/squadExpansion.ts +0 -33
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// Meta-controller for forming and controlling squads.
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import { GameApi, PlayerData } from "@chronodivide/game-api";
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import { GlobalThreat } from "../threat/threat.js";
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import { Squad, SquadLiveness } from "./squad.js";
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import {
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// Meta-controller for forming and controlling squads.
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import { ActionsApi, GameApi, PlayerData, UnitData } from "@chronodivide/game-api";
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import { GlobalThreat } from "../threat/threat.js";
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import { Squad, SquadLiveness } from "./squad.js";
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import {
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SquadAction,
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SquadActionDisband,
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SquadActionGrabFreeCombatants,
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SquadActionMergeInto,
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SquadActionRequestSpecificUnits,
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SquadActionRequestUnits,
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} from "./squadBehaviour.js";
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import { MatchAwareness } from "../awareness.js";
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import { getDistanceBetween } from "../map/map.js";
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type SquadWithAction<T> = {
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squad: Squad;
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action: T;
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};
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export class SquadController {
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private squads: Squad[] = [];
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private unitIdToSquad: Map<number, Squad> = new Map();
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constructor() {}
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public onAiUpdate(
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gameApi: GameApi,
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actionsApi: ActionsApi,
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playerData: PlayerData,
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matchAwareness: MatchAwareness,
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logger: (message: string) => void
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) {
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// Remove dead squads or those where the mission is dead.
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this.squads = this.squads.filter((squad) => squad.getLiveness() !== SquadLiveness.SquadDead);
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this.squads.sort((a, b) => a.getName().localeCompare(b.getName()));
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// Check for units in multiple squads, this shouldn't happen.
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this.unitIdToSquad = new Map();
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this.squads.forEach((squad) => {
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squad.getUnitIds().forEach((unitId) => {
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if (this.unitIdToSquad.has(unitId)) {
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logger(`WARNING: unit ${unitId} is in multiple squads, please debug.`);
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} else {
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this.unitIdToSquad.set(unitId, squad);
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}
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});
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});
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const squadActions: SquadWithAction<SquadAction>[] = this.squads.map((squad) => {
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return {
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squad,
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action: squad.onAiUpdate(gameApi, actionsApi, playerData, matchAwareness),
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};
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});
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// Handle disbands and merges.
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const isDisband = (a: SquadAction): a is SquadActionDisband => a.type === "disband";
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const isMerge = (a: SquadAction): a is SquadActionMergeInto => a.type === "mergeInto";
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let disbandedSquads: Set<string> = new Set();
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squadActions
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.filter((a) => isDisband(a.action))
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.forEach((a) => {
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logger(`Squad ${a.squad.getName()} disbanding as requested.`);
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a.squad.getMission()?.removeSquad();
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a.squad.getUnitIds().forEach((unitId) => {
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this.unitIdToSquad.delete(unitId);
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});
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disbandedSquads.add(a.squad.getName());
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});
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squadActions
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.filter((a) => isMerge(a.action))
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.forEach((a) => {
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let mergeInto = a.action as SquadActionMergeInto;
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if (disbandedSquads.has(mergeInto.mergeInto.getName())) {
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logger(
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`Squad ${a.squad.getName()} tried to merge into disbanded squad ${mergeInto.mergeInto.getName()}, cancelling.`
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);
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return;
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}
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a.squad.getUnitIds().forEach((unitId) => mergeInto.mergeInto.addUnit(unitId));
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disbandedSquads.add(a.squad.getName());
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});
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// remove disbanded and merged squads.
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this.squads = this.squads.filter((squad) => !disbandedSquads.has(squad.getName()));
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// Request specific units by ID
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const isRequestSpecific = (a: SquadAction) => a.type === "requestSpecific";
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const unitIdToHighestRequest = squadActions
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.filter((a) => isRequestSpecific(a.action))
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.reduce((prev, a) => {
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const squadWithAction = a as SquadWithAction<SquadActionRequestSpecificUnits>;
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const { unitIds } = squadWithAction.action;
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unitIds.forEach((unitId) => {
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if (prev.hasOwnProperty(unitId)) {
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if (prev[unitId].action.priority > prev[unitId].action.priority) {
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prev[unitId] = squadWithAction;
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}
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} else {
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prev[unitId] = squadWithAction;
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}
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});
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return prev;
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}, {} as Record<number, SquadWithAction<SquadActionRequestSpecificUnits>>);
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Object.entries(unitIdToHighestRequest).forEach(([id, request]) => {
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const unitId = Number.parseInt(id);
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const unit = gameApi.getUnitData(unitId);
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const { squad: requestingSquad } = request;
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const missionName = requestingSquad.getMission()?.getUniqueName();
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if (!unit) {
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logger(`mission ${missionName} requested non-existent unit ${unitId}`);
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return;
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}
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if (!this.unitIdToSquad.has(unitId)) {
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logger(`granting specific unit ${unitId} to squad ${requestingSquad.getName()} in mission ${missionName}`);
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this.addUnitToSquad(requestingSquad, unit);
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}
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});
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// Request units by type
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const isRequest = (a: SquadAction) => a.type === "request";
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const unitTypeToHighestRequest = squadActions
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.filter((a) => isRequest(a.action))
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.reduce((prev, a) => {
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const squadWithAction = a as SquadWithAction<SquadActionRequestUnits>;
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const { unitNames } = squadWithAction.action;
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unitNames.forEach((unitName) => {
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if (prev.hasOwnProperty(unitName)) {
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if (prev[unitName].action.priority > prev[unitName].action.priority) {
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prev[unitName] = squadWithAction;
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}
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} else {
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prev[unitName] = squadWithAction;
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}
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});
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return prev;
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}, {} as Record<string, SquadWithAction<SquadActionRequestUnits>>);
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// Request combat-capable units in an area
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const isGrab = (a: SquadAction) => a.type === "requestCombatants";
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const grabRequests = squadActions.filter((a) =>
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isGrab(a.action)
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) as SquadWithAction<SquadActionGrabFreeCombatants>[];
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// Find loose units
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const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
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const freeUnits = unitIds
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.map((unitId) => gameApi.getUnitData(unitId))
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.filter((unit) => !!unit && !this.unitIdToSquad.has(unit.id || 0))
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.map((unit) => unit!);
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freeUnits.forEach((freeUnit) => {
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if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
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const { squad: requestingSquad } = unitTypeToHighestRequest[freeUnit.name];
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logger(`granting unit ${freeUnit.id}#${freeUnit.name} to squad ${requestingSquad.getName()}`);
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this.addUnitToSquad(requestingSquad, freeUnit);
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delete unitTypeToHighestRequest[freeUnit.name];
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} else if (grabRequests.length > 0) {
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grabRequests.some((request) => {
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const { squad: requestingSquad } = request;
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if (
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freeUnit.rules.isSelectableCombatant &&
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getDistanceBetween(freeUnit, request.action.point) <= request.action.radius
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) {
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logger(
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`granting unit ${freeUnit.id}#${
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freeUnit.name
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} to squad ${requestingSquad.getName()} via grab at ${request.action.point.x},${
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request.action.point.y
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}`
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);
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this.addUnitToSquad(requestingSquad, freeUnit);
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return true;
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} else {
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return false;
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}
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});
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}
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});
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}
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private addUnitToSquad(squad: Squad, unit: UnitData) {
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squad.addUnit(unit.id);
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this.unitIdToSquad.set(unit.id, squad);
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}
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public registerSquad(squad: Squad) {
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this.squads.push(squad);
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}
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}
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package/src/exampleBot.ts
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@@ -2,7 +2,21 @@ import { cdapi } from "@chronodivide/game-api";
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import { SupalosaBot } from "./bot/bot.js";
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async function main() {
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/*
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Ladder maps:
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CDR2 1v1 2_malibu_cliffs_le.map
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CDR2 1v1 4_country_swing_le_v2.map
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CDR2 1v1 mp01t4.map
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+
CDR2 1v1 tn04t2.map
|
|
11
|
+
CDR2 1v1 mp10s4.map
|
|
12
|
+
CDR2 1v1 heckcorners.map
|
|
13
|
+
CDR2 1v1 4_montana_dmz_le.map
|
|
14
|
+
CDR2 1v1 barrel.map
|
|
15
|
+
|
|
16
|
+
Other maps:
|
|
17
|
+
mp03t4
|
|
18
|
+
*/
|
|
19
|
+
const mapName = "mp01t4.map";
|
|
6
20
|
// Bot names must be unique in online mode
|
|
7
21
|
const botName = `Joe${String(Date.now()).substr(-6)}`;
|
|
8
22
|
const otherBotName = `Bob${String(Date.now() + 1).substr(-6)}`;
|
|
@@ -14,11 +28,12 @@ async function main() {
|
|
|
14
28
|
|
|
15
29
|
const game = await cdapi.createGame({
|
|
16
30
|
// Uncomment the following lines to play in real time versus the bot
|
|
17
|
-
online: true,
|
|
31
|
+
/*online: true,
|
|
18
32
|
serverUrl: process.env.SERVER_URL!,
|
|
19
33
|
clientUrl: process.env.CLIENT_URL!,
|
|
20
|
-
agents: [new SupalosaBot(botName, "Americans"), { name: otherBotName, country: "French" }]
|
|
21
|
-
|
|
34
|
+
agents: [new SupalosaBot(botName, "Americans"), { name: otherBotName, country: "French" }],*/
|
|
35
|
+
agents: [new SupalosaBot(botName, "French", false), new SupalosaBot(otherBotName, "French", true)],
|
|
36
|
+
//agents: [new SupalosaBot(botName, "Americans", false), new SupalosaBot(otherBotName, "Russians", false)],
|
|
22
37
|
buildOffAlly: false,
|
|
23
38
|
cratesAppear: false,
|
|
24
39
|
credits: 10000,
|
package/tsconfig.json
CHANGED
|
@@ -45,7 +45,7 @@
|
|
|
45
45
|
|
|
46
46
|
/* Module Resolution Options */
|
|
47
47
|
"moduleResolution": "node" /* Specify module resolution strategy: 'node' (Node.js) or 'classic' (TypeScript pre-1.6). */,
|
|
48
|
-
//
|
|
48
|
+
//"baseUrl": "./" /* Base directory to resolve non-absolute module names. */,
|
|
49
49
|
// "paths": {}, /* A series of entries which re-map imports to lookup locations relative to the 'baseUrl'. */
|
|
50
50
|
// "rootDirs": [], /* List of root folders whose combined content represents the structure of the project at runtime. */
|
|
51
51
|
// "typeRoots": [], /* List of folders to include type definitions from. */
|
|
@@ -1,42 +0,0 @@
|
|
|
1
|
-
import { GameApi, PlayerData } from "@chronodivide/game-api";
|
|
2
|
-
import { Squad } from "../squad/squad.js";
|
|
3
|
-
import { GlobalThreat } from "../threat/threat.js";
|
|
4
|
-
import { Mission, MissionAction, MissionActionNoop, MissionFactory } from "./mission.js";
|
|
5
|
-
|
|
6
|
-
// A basic mission requests specific units and does nothing with them. It is not recommended
|
|
7
|
-
// to actually create this in a game as they'll just sit around idle.
|
|
8
|
-
export class BasicMission implements Mission {
|
|
9
|
-
constructor(
|
|
10
|
-
private uniqueName: string,
|
|
11
|
-
private priority: number = 1,
|
|
12
|
-
private squads: Squad[] = [],
|
|
13
|
-
) {}
|
|
14
|
-
|
|
15
|
-
getUniqueName(): string {
|
|
16
|
-
return this.uniqueName;
|
|
17
|
-
}
|
|
18
|
-
|
|
19
|
-
isActive(): boolean {
|
|
20
|
-
return true;
|
|
21
|
-
}
|
|
22
|
-
|
|
23
|
-
removeSquad(squad: Squad): void {
|
|
24
|
-
this.squads = this.squads.filter((s) => s != squad);
|
|
25
|
-
}
|
|
26
|
-
|
|
27
|
-
addSquad(squad: Squad): void {
|
|
28
|
-
if (!this.squads.find((s) => s == squad)) {
|
|
29
|
-
this.squads.push(squad);
|
|
30
|
-
}
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
getSquads(): Squad[] {
|
|
34
|
-
return this.squads;
|
|
35
|
-
}
|
|
36
|
-
|
|
37
|
-
onAiUpdate(gameApi: GameApi, playerData: PlayerData, threatData: GlobalThreat): MissionAction {
|
|
38
|
-
return {} as MissionActionNoop;
|
|
39
|
-
}
|
|
40
|
-
|
|
41
|
-
onSquadAdded(gameApi: GameApi, playerData: PlayerData, threatData: GlobalThreat): void {}
|
|
42
|
-
}
|
|
@@ -1,25 +0,0 @@
|
|
|
1
|
-
import { GameApi, PlayerData } from "@chronodivide/game-api";
|
|
2
|
-
import { GlobalThreat } from "../threat/threat.js";
|
|
3
|
-
import { BasicMission } from "./basicMission.js";
|
|
4
|
-
import { Mission, MissionAction, MissionActionNoop, MissionFactory } from "./mission";
|
|
5
|
-
|
|
6
|
-
export class ExpansionMission extends BasicMission {
|
|
7
|
-
constructor(uniqueName: string, priority: number) {
|
|
8
|
-
super(uniqueName, priority);
|
|
9
|
-
}
|
|
10
|
-
|
|
11
|
-
onAiUpdate(gameApi: GameApi, playerData: PlayerData, threatData: GlobalThreat): MissionAction {
|
|
12
|
-
return {} as MissionActionNoop;
|
|
13
|
-
}
|
|
14
|
-
}
|
|
15
|
-
|
|
16
|
-
export class ExpansionMissionFactory implements MissionFactory {
|
|
17
|
-
maybeCreateMission(
|
|
18
|
-
gameApi: GameApi,
|
|
19
|
-
playerData: PlayerData,
|
|
20
|
-
threatData: GlobalThreat | undefined,
|
|
21
|
-
existingMissions: Mission[],
|
|
22
|
-
): Mission | undefined {
|
|
23
|
-
return new ExpansionMission("expansion", 10);
|
|
24
|
-
}
|
|
25
|
-
}
|
|
@@ -1,33 +0,0 @@
|
|
|
1
|
-
import { GameApi, PlayerData, SideType, TechnoRules } from "@chronodivide/game-api";
|
|
2
|
-
import { GlobalThreat } from "../../threat/threat.js";
|
|
3
|
-
import { Squad } from "../squad.js";
|
|
4
|
-
import { SquadAction, SquadActionNoop, SquadBehaviour } from "../squadBehaviour.js";
|
|
5
|
-
|
|
6
|
-
// Expansion or initial base.
|
|
7
|
-
export class SquadExpansion implements SquadBehaviour {
|
|
8
|
-
public getDesiredComposition(
|
|
9
|
-
gameApi: GameApi,
|
|
10
|
-
playerData: PlayerData,
|
|
11
|
-
squad: Squad,
|
|
12
|
-
threatData: GlobalThreat | undefined,
|
|
13
|
-
): { unitName: string; priority: number; amount: number }[] {
|
|
14
|
-
// This squad desires an MCV.
|
|
15
|
-
let myMcvName = playerData.country?.side == SideType.GDI ? "AMCV" : "SMCV";
|
|
16
|
-
return [
|
|
17
|
-
{
|
|
18
|
-
unitName: myMcvName,
|
|
19
|
-
priority: 10,
|
|
20
|
-
amount: 1,
|
|
21
|
-
},
|
|
22
|
-
];
|
|
23
|
-
}
|
|
24
|
-
|
|
25
|
-
public onAiUpdate(
|
|
26
|
-
gameApi: GameApi,
|
|
27
|
-
playerData: PlayerData,
|
|
28
|
-
squad: Squad,
|
|
29
|
-
threatData: GlobalThreat | undefined,
|
|
30
|
-
): SquadAction {
|
|
31
|
-
return {} as SquadActionNoop;
|
|
32
|
-
}
|
|
33
|
-
}
|