@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.
Files changed (74) hide show
  1. package/README.md +71 -46
  2. package/dist/bot/bot.js +27 -183
  3. package/dist/bot/logic/awareness.js +122 -0
  4. package/dist/bot/logic/building/basicGroundUnit.js +8 -6
  5. package/dist/bot/logic/building/building.js +6 -3
  6. package/dist/bot/logic/building/harvester.js +1 -1
  7. package/dist/bot/logic/building/queueController.js +4 -21
  8. package/dist/bot/logic/common/scout.js +10 -0
  9. package/dist/bot/logic/knowledge.js +1 -0
  10. package/dist/bot/logic/map/map.js +6 -0
  11. package/dist/bot/logic/map/sector.js +6 -1
  12. package/dist/bot/logic/mission/basicMission.js +1 -5
  13. package/dist/bot/logic/mission/expansionMission.js +22 -4
  14. package/dist/bot/logic/mission/mission.js +49 -2
  15. package/dist/bot/logic/mission/missionController.js +67 -34
  16. package/dist/bot/logic/mission/missionFactories.js +10 -0
  17. package/dist/bot/logic/mission/missions/attackMission.js +109 -0
  18. package/dist/bot/logic/mission/missions/defenceMission.js +62 -0
  19. package/dist/bot/logic/mission/missions/expansionMission.js +24 -0
  20. package/dist/bot/logic/mission/missions/oneTimeMission.js +26 -0
  21. package/dist/bot/logic/mission/missions/retreatMission.js +7 -0
  22. package/dist/bot/logic/mission/missions/scoutingMission.js +38 -0
  23. package/dist/bot/logic/squad/behaviours/attackSquad.js +82 -0
  24. package/dist/bot/logic/squad/behaviours/combatSquad.js +99 -0
  25. package/dist/bot/logic/squad/behaviours/common.js +37 -0
  26. package/dist/bot/logic/squad/behaviours/defenceSquad.js +48 -0
  27. package/dist/bot/logic/squad/behaviours/expansionSquad.js +42 -0
  28. package/dist/bot/logic/squad/behaviours/retreatSquad.js +32 -0
  29. package/dist/bot/logic/squad/behaviours/scoutingSquad.js +38 -0
  30. package/dist/bot/logic/squad/behaviours/squadExpansion.js +26 -13
  31. package/dist/bot/logic/squad/squad.js +68 -15
  32. package/dist/bot/logic/squad/squadBehaviour.js +5 -5
  33. package/dist/bot/logic/squad/squadBehaviours.js +6 -0
  34. package/dist/bot/logic/squad/squadController.js +106 -15
  35. package/dist/exampleBot.js +22 -7
  36. package/package.json +29 -24
  37. package/src/bot/bot.ts +178 -378
  38. package/src/bot/logic/awareness.ts +220 -0
  39. package/src/bot/logic/building/ArtilleryUnit.ts +2 -2
  40. package/src/bot/logic/building/antiGroundStaticDefence.ts +2 -2
  41. package/src/bot/logic/building/basicAirUnit.ts +2 -2
  42. package/src/bot/logic/building/basicBuilding.ts +2 -2
  43. package/src/bot/logic/building/basicGroundUnit.ts +83 -78
  44. package/src/bot/logic/building/building.ts +125 -120
  45. package/src/bot/logic/building/harvester.ts +27 -27
  46. package/src/bot/logic/building/powerPlant.ts +1 -1
  47. package/src/bot/logic/building/queueController.ts +17 -38
  48. package/src/bot/logic/building/resourceCollectionBuilding.ts +1 -1
  49. package/src/bot/logic/common/scout.ts +12 -0
  50. package/src/bot/logic/map/map.ts +11 -3
  51. package/src/bot/logic/map/sector.ts +136 -130
  52. package/src/bot/logic/mission/mission.ts +83 -47
  53. package/src/bot/logic/mission/missionController.ts +103 -51
  54. package/src/bot/logic/mission/missionFactories.ts +46 -0
  55. package/src/bot/logic/mission/missions/attackMission.ts +152 -0
  56. package/src/bot/logic/mission/missions/defenceMission.ts +104 -0
  57. package/src/bot/logic/mission/missions/expansionMission.ts +49 -0
  58. package/src/bot/logic/mission/missions/oneTimeMission.ts +32 -0
  59. package/src/bot/logic/mission/missions/retreatMission.ts +9 -0
  60. package/src/bot/logic/mission/missions/scoutingMission.ts +59 -0
  61. package/src/bot/logic/squad/behaviours/combatSquad.ts +125 -0
  62. package/src/bot/logic/squad/behaviours/common.ts +37 -0
  63. package/src/bot/logic/squad/behaviours/expansionSquad.ts +59 -0
  64. package/src/bot/logic/squad/behaviours/retreatSquad.ts +46 -0
  65. package/src/bot/logic/squad/behaviours/scoutingSquad.ts +56 -0
  66. package/src/bot/logic/squad/squad.ts +163 -97
  67. package/src/bot/logic/squad/squadBehaviour.ts +61 -43
  68. package/src/bot/logic/squad/squadBehaviours.ts +8 -0
  69. package/src/bot/logic/squad/squadController.ts +190 -66
  70. package/src/exampleBot.ts +19 -4
  71. package/tsconfig.json +1 -1
  72. package/src/bot/logic/mission/basicMission.ts +0 -42
  73. package/src/bot/logic/mission/expansionMission.ts +0 -25
  74. package/src/bot/logic/squad/behaviours/squadExpansion.ts +0 -33
@@ -0,0 +1,220 @@
1
+ import { GameApi, ObjectType, PlayerData, Point2D, UnitData } from "@chronodivide/game-api";
2
+ import { SectorCache } from "./map/sector";
3
+ import { GlobalThreat } from "./threat/threat";
4
+ import { calculateGlobalThreat } from "../logic/threat/threatCalculator.js";
5
+ import { determineMapBounds, getDistanceBetweenPoints, getPointTowardsOtherPoint } from "../logic/map/map.js";
6
+ import { Circle, Quadtree, Rectangle } from "@timohausmann/quadtree-ts";
7
+
8
+ /**
9
+ * The bot's understanding of the current state of the game.
10
+ */
11
+ export interface MatchAwareness {
12
+ /**
13
+ * Returns the threat cache for the AI.
14
+ */
15
+ getThreatCache(): GlobalThreat | null;
16
+
17
+ /**
18
+ * Returns the sector visibility cache.
19
+ */
20
+ getSectorCache(): SectorCache;
21
+
22
+ /**
23
+ * Returns the enemy unit IDs in a certain radius of a point
24
+ */
25
+ getHostilesNearPoint2d(point: Point2D, radius: number): UnitPositionQuery[];
26
+
27
+ getHostilesNearPoint(x: number, y: number, radius: number): UnitPositionQuery[];
28
+
29
+ /**
30
+ * Returns the main rally point for the AI, which updates every few ticks.
31
+ */
32
+ getMainRallyPoint(): Point2D;
33
+
34
+ /**
35
+ * Update the internal state of the Ai.
36
+ * @param gameApi
37
+ * @param playerData
38
+ */
39
+ onAiUpdate(gameApi: GameApi, playerData: PlayerData): void;
40
+
41
+ /**
42
+ * True if the AI should initiate an attack.
43
+ */
44
+ shouldAttack(): boolean;
45
+ }
46
+
47
+ const SECTORS_TO_UPDATE_PER_CYCLE = 8;
48
+
49
+ const RALLY_POINT_UPDATE_INTERVAL_TICKS = 60;
50
+
51
+ const THREAT_UPDATE_INTERVAL_TICKS = 30;
52
+
53
+ type QTUnit = Circle<number>;
54
+ export type UnitPositionQuery = { x: number; y: number; unitId: number };
55
+
56
+ const rebuildQuadtree = (quadtree: Quadtree<QTUnit>, units: UnitData[]) => {
57
+ quadtree.clear();
58
+ units.forEach((unit) => {
59
+ quadtree.insert(new Circle<number>({ x: unit.tile.rx, y: unit.tile.ry, r: 1, data: unit.id }));
60
+ });
61
+ };
62
+
63
+ export class MatchAwarenessImpl implements MatchAwareness {
64
+ private _shouldAttack: boolean = false;
65
+
66
+ private hostileQuadTree: Quadtree<QTUnit>;
67
+
68
+ constructor(
69
+ private threatCache: GlobalThreat | null,
70
+ private sectorCache: SectorCache,
71
+ private mainRallyPoint: Point2D,
72
+ private logger: (message: string) => void,
73
+ ) {
74
+ const { x: width, y: height } = sectorCache.getMapBounds();
75
+ this.hostileQuadTree = new Quadtree({ width, height });
76
+ }
77
+
78
+ getHostilesNearPoint2d(point: Point2D, radius: number): UnitPositionQuery[] {
79
+ return this.getHostilesNearPoint(point.x, point.y, radius);
80
+ }
81
+
82
+ getHostilesNearPoint(searchX: number, searchY: number, radius: number): UnitPositionQuery[] {
83
+ const intersections = this.hostileQuadTree.retrieve(new Circle({ x: searchX, y: searchY, r: radius }));
84
+ return intersections
85
+ .map(({ x, y, data: unitId }) => ({ x, y, unitId: unitId! }))
86
+ .filter(({ x, y }) => getDistanceBetweenPoints({ x, y }, { x: searchX, y: searchY }) <= radius)
87
+ .filter(({ unitId }) => !!unitId);
88
+ }
89
+
90
+ getThreatCache(): GlobalThreat | null {
91
+ return this.threatCache;
92
+ }
93
+ getSectorCache(): SectorCache {
94
+ return this.sectorCache;
95
+ }
96
+ getMainRallyPoint(): Point2D {
97
+ return this.mainRallyPoint;
98
+ }
99
+
100
+ shouldAttack(): boolean {
101
+ return this._shouldAttack;
102
+ }
103
+
104
+ private checkShouldAttack(threatCache: GlobalThreat, threatFactor: number) {
105
+ let scaledGroundPower = Math.pow(threatCache.totalAvailableAntiGroundFirepower, 1.025);
106
+ let scaledGroundThreat =
107
+ (threatFactor * threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat) * 1.1;
108
+
109
+ let scaledAirPower = Math.pow(threatCache.totalAvailableAirPower, 1.025);
110
+ let scaledAirThreat =
111
+ (threatFactor * threatCache.totalOffensiveAntiAirThreat + threatCache.totalDefensiveThreat) * 1.1;
112
+
113
+ return scaledGroundPower > scaledGroundThreat || scaledAirPower > scaledAirThreat;
114
+ }
115
+
116
+ private isHostileUnit(unit: UnitData | undefined, hostilePlayerNames: string[]): boolean {
117
+ if (!unit) {
118
+ return false;
119
+ }
120
+
121
+ return hostilePlayerNames.includes(unit.owner);
122
+ }
123
+
124
+ onAiUpdate(game: GameApi, playerData: PlayerData): void {
125
+ const sectorCache = this.sectorCache;
126
+
127
+ sectorCache.updateSectors(game.getCurrentTick(), SECTORS_TO_UPDATE_PER_CYCLE, game.mapApi, playerData);
128
+
129
+ let updateRatio = sectorCache?.getSectorUpdateRatio(game.getCurrentTick() - game.getTickRate() * 60);
130
+ if (updateRatio && updateRatio < 1.0) {
131
+ this.logger(`${updateRatio * 100.0}% of sectors updated in last 60 seconds.`);
132
+ }
133
+
134
+ const hostilePlayerNames = game
135
+ .getPlayers()
136
+ .map((name) => game.getPlayerData(name))
137
+ .filter(
138
+ (other) =>
139
+ other.name !== playerData.name &&
140
+ other.isCombatant &&
141
+ !game.areAlliedPlayers(playerData.name, other.name),
142
+ )
143
+ .map((other) => other.name);
144
+
145
+ // Build the quadtree, if this is too slow we should consider doing this periodically.
146
+ const hostileUnitIds = game.getVisibleUnits(
147
+ playerData.name,
148
+ "hostile",
149
+ (r) => r.isSelectableCombatant || r.type === ObjectType.Building,
150
+ );
151
+ try {
152
+ const hostileUnits = hostileUnitIds
153
+ .map((id) => game.getUnitData(id))
154
+ .filter((unit) => this.isHostileUnit(unit, hostilePlayerNames)) as UnitData[];
155
+
156
+ rebuildQuadtree(this.hostileQuadTree, hostileUnits);
157
+ } catch (err) {
158
+ // Hack. Will be fixed soon.
159
+ console.error(`caught error`, hostileUnitIds);
160
+ }
161
+
162
+ if (game.getCurrentTick() % THREAT_UPDATE_INTERVAL_TICKS == 0) {
163
+ let visibility = sectorCache?.getOverallVisibility();
164
+ if (visibility) {
165
+ this.logger(`${Math.round(visibility * 1000.0) / 10}% of tiles visible. Calculating threat.`);
166
+ // Update the global threat cache
167
+ this.threatCache = calculateGlobalThreat(game, playerData, visibility);
168
+ this.logger(
169
+ `Threat LAND: Them ${Math.round(this.threatCache.totalOffensiveLandThreat)}, us: ${Math.round(
170
+ this.threatCache.totalAvailableAntiGroundFirepower,
171
+ )}.`,
172
+ );
173
+ this.logger(
174
+ `Threat DEFENSIVE: Them ${Math.round(this.threatCache.totalDefensiveThreat)}, us: ${Math.round(
175
+ this.threatCache.totalDefensivePower,
176
+ )}.`,
177
+ );
178
+ this.logger(
179
+ `Threat AIR: Them ${Math.round(this.threatCache.totalOffensiveAirThreat)}, us: ${Math.round(
180
+ this.threatCache.totalAvailableAntiAirFirepower,
181
+ )}.`,
182
+ );
183
+
184
+ // As the game approaches 2 hours, be more willing to attack. (15 ticks per second)
185
+ const gameLengthFactor = Math.max(0, 1.0 - game.getCurrentTick() / (15 * 7200.0));
186
+ this.logger(`Game length multiplier: ${gameLengthFactor}`);
187
+
188
+ if (!this._shouldAttack) {
189
+ // If not attacking, make it harder to switch to attack mode by multiplying the opponent's threat.
190
+ this._shouldAttack = this.checkShouldAttack(this.threatCache, 1.25 * gameLengthFactor);
191
+ if (this._shouldAttack) {
192
+ this.logger(`Globally switched to attack mode.`);
193
+ }
194
+ } else {
195
+ // If currently attacking, make it harder to switch to defence mode my dampening the opponent's threat.
196
+ this._shouldAttack = this.checkShouldAttack(this.threatCache, 0.75 * gameLengthFactor);
197
+ if (!this._shouldAttack) {
198
+ this.logger(`Globally switched to defence mode.`);
199
+ }
200
+ }
201
+ }
202
+ }
203
+
204
+ // Update rally point every few ticks.
205
+ if (game.getCurrentTick() % RALLY_POINT_UPDATE_INTERVAL_TICKS === 0) {
206
+ const enemyPlayers = game
207
+ .getPlayers()
208
+ .filter((p) => p !== playerData.name && !game.areAlliedPlayers(playerData.name, p));
209
+ const enemy = game.getPlayerData(enemyPlayers[0]);
210
+ this.mainRallyPoint = getPointTowardsOtherPoint(
211
+ game,
212
+ playerData.startLocation,
213
+ enemy.startLocation,
214
+ 10,
215
+ 10,
216
+ 0,
217
+ );
218
+ }
219
+ }
220
+ }
@@ -17,7 +17,7 @@ export class ArtilleryUnit implements AiBuildingRules {
17
17
  game: GameApi,
18
18
  playerData: PlayerData,
19
19
  technoRules: TechnoRules,
20
- threatCache: GlobalThreat | undefined
20
+ threatCache: GlobalThreat | null
21
21
  ): number {
22
22
  // If the enemy's defensive power is increasing we will start to build these.
23
23
  if (threatCache) {
@@ -36,7 +36,7 @@ export class ArtilleryUnit implements AiBuildingRules {
36
36
  game: GameApi,
37
37
  playerData: PlayerData,
38
38
  technoRules: TechnoRules,
39
- threatCache: GlobalThreat | undefined
39
+ threatCache: GlobalThreat | null
40
40
  ): number | null {
41
41
  return null;
42
42
  }
@@ -34,7 +34,7 @@ export class AntiGroundStaticDefence implements AiBuildingRules {
34
34
  game: GameApi,
35
35
  playerData: PlayerData,
36
36
  technoRules: TechnoRules,
37
- threatCache: GlobalThreat | undefined
37
+ threatCache: GlobalThreat | null
38
38
  ): number {
39
39
  // If the enemy's ground power is increasing we should try to keep up.
40
40
  if (threatCache) {
@@ -53,7 +53,7 @@ export class AntiGroundStaticDefence implements AiBuildingRules {
53
53
  game: GameApi,
54
54
  playerData: PlayerData,
55
55
  technoRules: TechnoRules,
56
- threatCache: GlobalThreat | undefined
56
+ threatCache: GlobalThreat | null
57
57
  ): number | null {
58
58
  return null;
59
59
  }
@@ -22,7 +22,7 @@ export class BasicAirUnit implements AiBuildingRules {
22
22
  game: GameApi,
23
23
  playerData: PlayerData,
24
24
  technoRules: TechnoRules,
25
- threatCache: GlobalThreat | undefined
25
+ threatCache: GlobalThreat | null
26
26
  ): number {
27
27
  // If the enemy's anti-air power is low we might build more.
28
28
  if (threatCache) {
@@ -61,7 +61,7 @@ export class BasicAirUnit implements AiBuildingRules {
61
61
  game: GameApi,
62
62
  playerData: PlayerData,
63
63
  technoRules: TechnoRules,
64
- threatCache: GlobalThreat | undefined
64
+ threatCache: GlobalThreat | null
65
65
  ): number | null {
66
66
  return null;
67
67
  }
@@ -21,7 +21,7 @@ export class BasicBuilding implements AiBuildingRules {
21
21
  game: GameApi,
22
22
  playerData: PlayerData,
23
23
  technoRules: TechnoRules,
24
- threatCache: GlobalThreat | undefined
24
+ threatCache: GlobalThreat | null
25
25
  ): number {
26
26
  const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
27
27
  const calcMaxCount = this.getMaxCount(game, playerData, technoRules, threatCache);
@@ -40,7 +40,7 @@ export class BasicBuilding implements AiBuildingRules {
40
40
  game: GameApi,
41
41
  playerData: PlayerData,
42
42
  technoRules: TechnoRules,
43
- threatCache: GlobalThreat | undefined
43
+ threatCache: GlobalThreat | null
44
44
  ): number | null {
45
45
  return this.maxNeeded;
46
46
  }
@@ -1,78 +1,83 @@
1
- import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
- import { GlobalThreat } from "../threat/threat.js";
3
- import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./building.js";
4
-
5
- export class BasicGroundUnit implements AiBuildingRules {
6
- constructor(
7
- protected basePriority: number,
8
- protected baseAmount: number,
9
- protected antiGroundPower: number = 1, // boolean for now, but will eventually be used in weighting.
10
- protected antiAirPower: number = 0
11
- ) {}
12
-
13
- getPlacementLocation(
14
- game: GameApi,
15
- playerData: PlayerData,
16
- technoRules: TechnoRules
17
- ): { rx: number; ry: number } | undefined {
18
- return undefined;
19
- }
20
-
21
- getPriority(
22
- game: GameApi,
23
- playerData: PlayerData,
24
- technoRules: TechnoRules,
25
- threatCache: GlobalThreat | undefined
26
- ): number {
27
- if (threatCache) {
28
- let priority = 1;
29
- if (this.antiGroundPower > 0) {
30
- // If the enemy's power is increasing we should try to keep up.
31
- if (threatCache.totalOffensiveLandThreat > threatCache.totalAvailableAntiGroundFirepower) {
32
- priority +=
33
- this.antiGroundPower *
34
- this.basePriority *
35
- (threatCache.totalOffensiveLandThreat /
36
- Math.max(1, threatCache.totalAvailableAntiGroundFirepower));
37
- } else {
38
- // But also, if our power dwarfs the enemy, keep pressing the advantage.
39
- priority +=
40
- this.antiGroundPower *
41
- this.basePriority *
42
- Math.sqrt(
43
- threatCache.totalAvailableAntiGroundFirepower /
44
- Math.max(1, threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat)
45
- );
46
- }
47
- }
48
- if (this.antiAirPower > 0) {
49
- if (threatCache.totalOffensiveAirThreat > threatCache.totalAvailableAntiAirFirepower) {
50
- priority +=
51
- this.antiAirPower *
52
- this.basePriority *
53
- (threatCache.totalOffensiveAirThreat / Math.max(1, threatCache.totalAvailableAntiAirFirepower));
54
- } else {
55
- priority +=
56
- this.antiAirPower *
57
- this.basePriority *
58
- Math.sqrt(
59
- threatCache.totalAvailableAntiAirFirepower /
60
- Math.max(1, threatCache.totalOffensiveAirThreat + threatCache.totalDefensiveThreat)
61
- );
62
- }
63
- }
64
- return priority;
65
- }
66
- const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
67
- return this.basePriority * (1.0 - numOwned / this.baseAmount);
68
- }
69
-
70
- getMaxCount(
71
- game: GameApi,
72
- playerData: PlayerData,
73
- technoRules: TechnoRules,
74
- threatCache: GlobalThreat | undefined
75
- ): number | null {
76
- return null;
77
- }
78
- }
1
+ import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
+ import { GlobalThreat } from "../threat/threat.js";
3
+ import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./building.js";
4
+
5
+ export class BasicGroundUnit implements AiBuildingRules {
6
+ constructor(
7
+ protected basePriority: number,
8
+ protected baseAmount: number,
9
+ protected antiGroundPower: number = 1, // boolean for now, but will eventually be used in weighting.
10
+ protected antiAirPower: number = 0,
11
+ ) {}
12
+
13
+ getPlacementLocation(
14
+ game: GameApi,
15
+ playerData: PlayerData,
16
+ technoRules: TechnoRules,
17
+ ): { rx: number; ry: number } | undefined {
18
+ return undefined;
19
+ }
20
+
21
+ getPriority(
22
+ game: GameApi,
23
+ playerData: PlayerData,
24
+ technoRules: TechnoRules,
25
+ threatCache: GlobalThreat | null,
26
+ ): number {
27
+ const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
28
+ if (threatCache) {
29
+ let priority = this.basePriority;
30
+ if (this.antiGroundPower > 0) {
31
+ // If the enemy's power is increasing we should try to keep up.
32
+ if (threatCache.totalOffensiveLandThreat > threatCache.totalAvailableAntiGroundFirepower) {
33
+ priority +=
34
+ this.antiGroundPower *
35
+ this.basePriority *
36
+ (threatCache.totalOffensiveLandThreat /
37
+ Math.max(1, threatCache.totalAvailableAntiGroundFirepower));
38
+ } else {
39
+ // But also, if our power dwarfs the enemy, keep pressing the advantage.
40
+ priority +=
41
+ (this.antiGroundPower *
42
+ this.basePriority *
43
+ Math.sqrt(
44
+ threatCache.totalAvailableAntiGroundFirepower /
45
+ Math.max(
46
+ 1,
47
+ threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat,
48
+ ),
49
+ )) /
50
+ (numOwned + 1);
51
+ }
52
+ }
53
+ if (this.antiAirPower > 0) {
54
+ if (threatCache.totalOffensiveAirThreat > threatCache.totalAvailableAntiAirFirepower) {
55
+ priority +=
56
+ this.antiAirPower *
57
+ this.basePriority *
58
+ (threatCache.totalOffensiveAirThreat / Math.max(1, threatCache.totalAvailableAntiAirFirepower));
59
+ } else {
60
+ priority +=
61
+ (this.antiAirPower *
62
+ this.basePriority *
63
+ Math.sqrt(
64
+ threatCache.totalAvailableAntiAirFirepower /
65
+ Math.max(1, threatCache.totalOffensiveAirThreat + threatCache.totalDefensiveThreat),
66
+ )) /
67
+ (numOwned + 1);
68
+ }
69
+ }
70
+ return priority;
71
+ }
72
+ return this.basePriority * (1.0 - numOwned / this.baseAmount);
73
+ }
74
+
75
+ getMaxCount(
76
+ game: GameApi,
77
+ playerData: PlayerData,
78
+ technoRules: TechnoRules,
79
+ threatCache: GlobalThreat | null,
80
+ ): number | null {
81
+ return null;
82
+ }
83
+ }