@supalosa/chronodivide-bot 0.1.0
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/.prettierrc +5 -0
- package/README.md +46 -0
- package/dist/bot/bot.js +269 -0
- package/dist/bot/logic/building/ArtilleryUnit.js +24 -0
- package/dist/bot/logic/building/antiGroundStaticDefence.js +40 -0
- package/dist/bot/logic/building/basicAirUnit.js +39 -0
- package/dist/bot/logic/building/basicBuilding.js +25 -0
- package/dist/bot/logic/building/basicGroundUnit.js +57 -0
- package/dist/bot/logic/building/building.js +77 -0
- package/dist/bot/logic/building/harvester.js +15 -0
- package/dist/bot/logic/building/massedAntiGroundUnit.js +20 -0
- package/dist/bot/logic/building/powerPlant.js +20 -0
- package/dist/bot/logic/building/queueController.js +168 -0
- package/dist/bot/logic/building/queues.js +19 -0
- package/dist/bot/logic/building/resourceCollectionBuilding.js +34 -0
- package/dist/bot/logic/map/map.js +57 -0
- package/dist/bot/logic/map/sector.js +104 -0
- package/dist/bot/logic/mission/basicMission.js +30 -0
- package/dist/bot/logic/mission/expansionMission.js +14 -0
- package/dist/bot/logic/mission/mission.js +2 -0
- package/dist/bot/logic/mission/missionController.js +47 -0
- package/dist/bot/logic/squad/behaviours/squadExpansion.js +18 -0
- package/dist/bot/logic/squad/behaviours/squadScouters.js +8 -0
- package/dist/bot/logic/squad/squad.js +73 -0
- package/dist/bot/logic/squad/squadBehaviour.js +5 -0
- package/dist/bot/logic/squad/squadController.js +58 -0
- package/dist/bot/logic/threat/threat.js +22 -0
- package/dist/bot/logic/threat/threatCalculator.js +72 -0
- package/dist/exampleBot.js +38 -0
- package/package.json +24 -0
- package/rules.ini +23126 -0
- package/src/bot/bot.ts +378 -0
- package/src/bot/logic/building/ArtilleryUnit.ts +43 -0
- package/src/bot/logic/building/antiGroundStaticDefence.ts +60 -0
- package/src/bot/logic/building/basicAirUnit.ts +68 -0
- package/src/bot/logic/building/basicBuilding.ts +47 -0
- package/src/bot/logic/building/basicGroundUnit.ts +78 -0
- package/src/bot/logic/building/building.ts +120 -0
- package/src/bot/logic/building/harvester.ts +27 -0
- package/src/bot/logic/building/powerPlant.ts +32 -0
- package/src/bot/logic/building/queueController.ts +255 -0
- package/src/bot/logic/building/resourceCollectionBuilding.ts +56 -0
- package/src/bot/logic/map/map.ts +76 -0
- package/src/bot/logic/map/sector.ts +130 -0
- package/src/bot/logic/mission/basicMission.ts +42 -0
- package/src/bot/logic/mission/expansionMission.ts +25 -0
- package/src/bot/logic/mission/mission.ts +47 -0
- package/src/bot/logic/mission/missionController.ts +51 -0
- package/src/bot/logic/squad/behaviours/squadExpansion.ts +33 -0
- package/src/bot/logic/squad/squad.ts +97 -0
- package/src/bot/logic/squad/squadBehaviour.ts +43 -0
- package/src/bot/logic/squad/squadController.ts +66 -0
- package/src/bot/logic/threat/threat.ts +15 -0
- package/src/bot/logic/threat/threatCalculator.ts +99 -0
- package/src/exampleBot.ts +44 -0
- package/tsconfig.json +73 -0
package/src/bot/bot.ts
ADDED
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import {
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OrderType,
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ApiEventType,
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Bot,
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GameApi,
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ApiEvent,
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TechnoRules,
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QueueType,
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QueueStatus,
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Point2D,
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MapApi,
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ObjectType,
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FactoryType,
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AttackState,
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PlayerData,
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} from "@chronodivide/game-api";
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import PriorityQueue from "priority-queue-typescript";
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import { Duration } from "luxon";
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import { determineMapBounds, getDistanceBetweenPoints, getPointTowardsOtherPoint } from "./logic/map/map.js";
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import { SectorCache } from "./logic/map/sector.js";
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import { missionFactories } from "./logic/mission/mission.js";
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import { MissionController } from "./logic/mission/missionController.js";
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import { SquadController } from "./logic/squad/squadController.js";
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import { GlobalThreat } from "./logic/threat/threat.js";
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import { calculateGlobalThreat } from "./logic/threat/threatCalculator.js";
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import { QUEUES, QueueController, queueTypeToName } from "./logic/building/queueController.js";
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enum BotState {
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Initial = "init",
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Deployed = "deployed",
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Attacking = "attack",
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Defending = "defend",
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Scouting = "scout",
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Defeated = "defeat",
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}
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const DEBUG_TIMESTAMP_OUTPUT_INTERVAL_SECONDS = 60;
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const NATURAL_TICK_RATE = 15;
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const BOT_AUTO_SURRENDER_TIME_SECONDS = 7200; // 2 hours (approx 30 mins in real game)
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export class SupalosaBot extends Bot {
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private botState = BotState.Initial;
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private tickRatio!: number;
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private enemyPlayers!: string[];
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private knownMapBounds: Point2D | undefined;
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private sectorCache: SectorCache | undefined;
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private threatCache: GlobalThreat | undefined;
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private missionController: MissionController;
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private squadController: SquadController;
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private queueController: QueueController;
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private tickOfLastAttackOrder: number = 0;
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private enableLogging: boolean;
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constructor(name: string, country: string, enableLogging = true) {
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super(name, country);
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this.squadController = new SquadController();
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this.missionController = new MissionController();
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this.queueController = new QueueController();
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this.enableLogging = enableLogging;
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}
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override onGameStart(game: GameApi) {
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const gameRate = game.getTickRate();
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const botApm = 300;
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const botRate = botApm / 60;
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this.tickRatio = Math.ceil(gameRate / botRate);
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this.enemyPlayers = game.getPlayers().filter((p) => p !== this.name && !game.areAlliedPlayers(this.name, p));
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this.knownMapBounds = determineMapBounds(game.mapApi);
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this.sectorCache = new SectorCache(game.mapApi, this.knownMapBounds);
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this.threatCache = undefined;
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this.logBotStatus(`Map bounds: ${this.knownMapBounds.x}, ${this.knownMapBounds.y}`);
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}
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override onGameTick(game: GameApi) {
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if ((game.getCurrentTick() / NATURAL_TICK_RATE) % DEBUG_TIMESTAMP_OUTPUT_INTERVAL_SECONDS === 0) {
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this.logDebugState(game);
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}
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if (game.getCurrentTick() % this.tickRatio === 0) {
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const myPlayer = game.getPlayerData(this.name);
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const sectorsToUpdatePerCycle = 8; // TODO tune this
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this.sectorCache?.updateSectors(game.getCurrentTick(), sectorsToUpdatePerCycle, game.mapApi, myPlayer);
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let updateRatio = this.sectorCache?.getSectorUpdateRatio(game.getCurrentTick() - game.getTickRate() * 60);
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if (updateRatio && updateRatio < 1.0) {
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this.logBotStatus(`${updateRatio * 100.0}% of sectors updated in last 60 seconds.`);
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}
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// Threat decays over time if we haven't killed anything
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let boredomFactor =
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1.0 -
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Math.min(1.0, Math.max(0.0, (this.gameApi.getCurrentTick() - this.tickOfLastAttackOrder) / 1600.0));
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let shouldAttack = this.threatCache ? this.isWorthAttacking(this.threatCache, boredomFactor) : false;
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if (game.getCurrentTick() % (this.tickRatio * 150) == 0) {
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let visibility = this.sectorCache?.getOverallVisibility();
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if (visibility) {
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this.logBotStatus(`${Math.round(visibility * 1000.0) / 10}% of tiles visible. Calculating threat.`);
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this.threatCache = calculateGlobalThreat(game, myPlayer, visibility);
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this.logBotStatus(
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`Threat LAND: Them ${Math.round(this.threatCache.totalOffensiveLandThreat)}, us: ${Math.round(
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this.threatCache.totalAvailableAntiGroundFirepower
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)}.`
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);
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this.logBotStatus(
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`Threat DEFENSIVE: Them ${Math.round(this.threatCache.totalDefensiveThreat)}, us: ${Math.round(
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this.threatCache.totalDefensivePower
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)}.`
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);
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this.logBotStatus(
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`Threat AIR: Them ${Math.round(this.threatCache.totalOffensiveAirThreat)}, us: ${Math.round(
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this.threatCache.totalAvailableAntiAirFirepower
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)}.`
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);
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this.logBotStatus(`Boredom: ${boredomFactor}`);
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}
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}
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if (game.getCurrentTick() / NATURAL_TICK_RATE > BOT_AUTO_SURRENDER_TIME_SECONDS) {
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this.logBotStatus(`Auto-surrendering after ${BOT_AUTO_SURRENDER_TIME_SECONDS} seconds.`);
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this.botState = BotState.Defeated;
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this.actionsApi.quitGame();
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}
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// hacky resign condition
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const armyUnits = game.getVisibleUnits(this.name, "self", (r) => r.isSelectableCombatant);
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const mcvUnits = game.getVisibleUnits(
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this.name,
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"self",
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(r) => !!r.deploysInto && game.getGeneralRules().baseUnit.includes(r.name)
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);
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const productionBuildings = game.getVisibleUnits(
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this.name,
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"self",
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(r) => r.type == ObjectType.Building && r.factory != FactoryType.None
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);
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if (armyUnits.length == 0 && productionBuildings.length == 0 && mcvUnits.length == 0) {
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this.logBotStatus(`No army or production left, quitting.`);
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this.botState = BotState.Defeated;
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this.actionsApi.quitGame();
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}
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// Build logic.
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this.queueController.onAiUpdate(
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game,
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this.productionApi,
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this.actionsApi,
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myPlayer,
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this.threatCache,
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(message) => this.logBotStatus(message)
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);
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// Mission logic.
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this.missionController.onAiUpdate(game, myPlayer, this.threatCache);
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// Squad logic.
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this.squadController.onAiUpdate(game, myPlayer, this.threatCache);
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switch (this.botState) {
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case BotState.Initial: {
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const baseUnits = game.getGeneralRules().baseUnit;
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let conYards = game.getVisibleUnits(this.name, "self", (r) => r.constructionYard);
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if (conYards.length) {
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this.botState = BotState.Deployed;
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break;
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}
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const units = game.getVisibleUnits(this.name, "self", (r) => baseUnits.includes(r.name));
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if (units.length) {
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this.actionsApi.orderUnits([units[0]], OrderType.DeploySelected);
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}
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break;
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}
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case BotState.Deployed: {
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this.botState = BotState.Attacking;
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break;
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}
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case BotState.Attacking: {
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const armyUnits = game.getVisibleUnits(this.name, "self", (r) => r.isSelectableCombatant);
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if (!shouldAttack) {
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this.logBotStatus(`Not worth attacking, reverting to defence.`);
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this.botState = BotState.Defending;
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}
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const enemyBuildings = game.getVisibleUnits(this.name, "hostile");
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let foundTarget = false;
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if (enemyBuildings.length) {
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const weightedTargets = enemyBuildings
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.filter((unit) => this.isHostileUnit(game, unit))
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.map((unitId) => {
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let unit = game.getUnitData(unitId);
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return {
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unit,
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unitId: unitId,
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weight: getDistanceBetweenPoints(myPlayer.startLocation, {
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x: unit!.tile.rx,
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y: unit!.tile.rx,
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}),
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};
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})
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.filter((unit) => unit.unit != null);
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weightedTargets.sort((targetA, targetB) => {
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return targetA.weight - targetB.weight;
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});
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const target = weightedTargets.find((_) => true);
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if (target !== undefined) {
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let targetData = target.unit;
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for (const unitId of armyUnits) {
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const unit = game.getUnitData(unitId);
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foundTarget = true;
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if (shouldAttack && unit?.isIdle) {
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let orderType: OrderType = OrderType.AttackMove;
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if (targetData?.type == ObjectType.Building) {
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orderType = OrderType.Attack;
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} else if (targetData?.rules.canDisguise) {
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// Special case for mirage tank/spy as otherwise they just sit next to it.
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orderType = OrderType.Attack;
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}
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this.actionsApi.orderUnits([unitId], orderType, target.unitId);
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}
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}
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}
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}
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if (!foundTarget) {
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this.logBotStatus(`Can't see any targets, scouting.`);
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this.botState = BotState.Scouting;
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}
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break;
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}
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case BotState.Defending: {
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const armyUnits = game.getVisibleUnits(this.name, "self", (r) => r.isSelectableCombatant);
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const enemy = game.getPlayerData(this.enemyPlayers[0]);
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const fallbackPoint = getPointTowardsOtherPoint(
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game,
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myPlayer.startLocation,
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enemy.startLocation,
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10,
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10,
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0
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);
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armyUnits.forEach((armyUnitId) => {
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let unit = game.getUnitData(armyUnitId);
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if (unit && !unit.guardMode) {
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let distanceToFallback = getDistanceBetweenPoints(
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{ x: unit.tile.rx, y: unit.tile.ry },
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fallbackPoint
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);
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if (distanceToFallback > 10) {
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this.actionsApi.orderUnits(
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[armyUnitId],
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OrderType.GuardArea,
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fallbackPoint.x,
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fallbackPoint.y
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);
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}
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}
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});
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if (shouldAttack) {
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this.logBotStatus(`Finished defending, ready to attack.`);
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this.botState = BotState.Attacking;
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}
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break;
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+
}
|
|
265
|
+
case BotState.Scouting: {
|
|
266
|
+
const armyUnits = game.getVisibleUnits(this.name, "self", (r) => r.isSelectableCombatant);
|
|
267
|
+
let candidatePoints: Point2D[] = [];
|
|
268
|
+
|
|
269
|
+
// Move to an unseen starting location.
|
|
270
|
+
const unseenStartingLocations = game.mapApi.getStartingLocations().filter((startingLocation) => {
|
|
271
|
+
if (startingLocation == game.getPlayerData(this.name).startLocation) {
|
|
272
|
+
return false;
|
|
273
|
+
}
|
|
274
|
+
let tile = game.mapApi.getTile(startingLocation.x, startingLocation.y);
|
|
275
|
+
return tile ? !game.mapApi.isVisibleTile(tile, this.name) : false;
|
|
276
|
+
});
|
|
277
|
+
candidatePoints.push(...unseenStartingLocations);
|
|
278
|
+
|
|
279
|
+
armyUnits.forEach((unitId) => {
|
|
280
|
+
if (candidatePoints.length > 0) {
|
|
281
|
+
const unit = game.getUnitData(unitId);
|
|
282
|
+
if (unit?.isIdle) {
|
|
283
|
+
const scoutLocation =
|
|
284
|
+
candidatePoints[Math.floor(game.generateRandom() * candidatePoints.length)];
|
|
285
|
+
this.actionsApi.orderUnits(
|
|
286
|
+
[unitId],
|
|
287
|
+
OrderType.AttackMove,
|
|
288
|
+
scoutLocation.x,
|
|
289
|
+
scoutLocation.y
|
|
290
|
+
);
|
|
291
|
+
}
|
|
292
|
+
}
|
|
293
|
+
});
|
|
294
|
+
const enemyBuildings = game
|
|
295
|
+
.getVisibleUnits(this.name, "hostile")
|
|
296
|
+
.filter((unit) => this.isHostileUnit(game, unit));
|
|
297
|
+
if (enemyBuildings.length > 0) {
|
|
298
|
+
this.logBotStatus(`Scouted a target, reverting to attack mode.`);
|
|
299
|
+
this.botState = BotState.Attacking;
|
|
300
|
+
}
|
|
301
|
+
break;
|
|
302
|
+
}
|
|
303
|
+
|
|
304
|
+
default:
|
|
305
|
+
break;
|
|
306
|
+
}
|
|
307
|
+
}
|
|
308
|
+
}
|
|
309
|
+
|
|
310
|
+
private getHumanTimestamp(game: GameApi) {
|
|
311
|
+
return Duration.fromMillis((game.getCurrentTick() / NATURAL_TICK_RATE) * 1000).toFormat("hh:mm:ss");
|
|
312
|
+
}
|
|
313
|
+
|
|
314
|
+
private logBotStatus(message: string) {
|
|
315
|
+
if (!this.enableLogging) {
|
|
316
|
+
return;
|
|
317
|
+
}
|
|
318
|
+
console.log(`[${this.getHumanTimestamp(this.gameApi)} ${this.name} ${this.botState}] ${message}`);
|
|
319
|
+
}
|
|
320
|
+
|
|
321
|
+
private logDebugState(game: GameApi) {
|
|
322
|
+
const myPlayer = game.getPlayerData(this.name);
|
|
323
|
+
const queueState = QUEUES.reduce((prev, queueType) => {
|
|
324
|
+
if (this.productionApi.getQueueData(queueType).size === 0) {
|
|
325
|
+
return prev;
|
|
326
|
+
}
|
|
327
|
+
const paused = this.productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
|
|
328
|
+
return (
|
|
329
|
+
prev +
|
|
330
|
+
" [" +
|
|
331
|
+
queueTypeToName(queueType) +
|
|
332
|
+
(paused ? " PAUSED" : "") +
|
|
333
|
+
": " +
|
|
334
|
+
this.productionApi.getQueueData(queueType).items.map((item) => item.rules.name + "x" + item.quantity) +
|
|
335
|
+
"]"
|
|
336
|
+
);
|
|
337
|
+
}, "");
|
|
338
|
+
this.logBotStatus(`----- Cash: ${myPlayer.credits} ----- | Queues: ${queueState}`);
|
|
339
|
+
const harvesters = game.getVisibleUnits(this.name, "self", (r) => r.harvester).length;
|
|
340
|
+
this.logBotStatus(`Harvesters: ${harvesters}`);
|
|
341
|
+
this.logBotStatus(`----- End -----`);
|
|
342
|
+
}
|
|
343
|
+
|
|
344
|
+
private isWorthAttacking(threatCache: GlobalThreat, threatFactor: number) {
|
|
345
|
+
let scaledGroundPower = Math.pow(threatCache.totalAvailableAntiGroundFirepower, 1.125);
|
|
346
|
+
let scaledGroundThreat =
|
|
347
|
+
(threatFactor * threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat) * 1.1;
|
|
348
|
+
|
|
349
|
+
let scaledAirPower = Math.pow(threatCache.totalAvailableAirPower, 1.125);
|
|
350
|
+
let scaledAirThreat =
|
|
351
|
+
(threatFactor * threatCache.totalOffensiveAntiAirThreat + threatCache.totalDefensiveThreat) * 1.1;
|
|
352
|
+
|
|
353
|
+
return scaledGroundPower > scaledGroundThreat || scaledAirPower > scaledAirThreat;
|
|
354
|
+
}
|
|
355
|
+
|
|
356
|
+
private isHostileUnit(game: GameApi, unitId: number) {
|
|
357
|
+
const unitData = game.getUnitData(unitId);
|
|
358
|
+
if (!unitData) {
|
|
359
|
+
return false;
|
|
360
|
+
}
|
|
361
|
+
|
|
362
|
+
return unitData.owner != this.name && game.getPlayerData(unitData.owner)?.isCombatant;
|
|
363
|
+
}
|
|
364
|
+
|
|
365
|
+
override onGameEvent(ev: ApiEvent) {
|
|
366
|
+
switch (ev.type) {
|
|
367
|
+
case ApiEventType.ObjectDestroy: {
|
|
368
|
+
// Add to the stalemate detection.
|
|
369
|
+
if (ev.attackerInfo?.playerName == this.name) {
|
|
370
|
+
this.tickOfLastAttackOrder += (this.gameApi.getCurrentTick() - this.tickOfLastAttackOrder) / 2;
|
|
371
|
+
}
|
|
372
|
+
break;
|
|
373
|
+
}
|
|
374
|
+
default:
|
|
375
|
+
break;
|
|
376
|
+
}
|
|
377
|
+
}
|
|
378
|
+
}
|
|
@@ -0,0 +1,43 @@
|
|
|
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 ArtilleryUnit implements AiBuildingRules {
|
|
6
|
+
constructor(private basePriority: number, private baseAmount: number) {}
|
|
7
|
+
|
|
8
|
+
getPlacementLocation(
|
|
9
|
+
game: GameApi,
|
|
10
|
+
playerData: PlayerData,
|
|
11
|
+
technoRules: TechnoRules
|
|
12
|
+
): { rx: number; ry: number } | undefined {
|
|
13
|
+
return undefined;
|
|
14
|
+
}
|
|
15
|
+
|
|
16
|
+
getPriority(
|
|
17
|
+
game: GameApi,
|
|
18
|
+
playerData: PlayerData,
|
|
19
|
+
technoRules: TechnoRules,
|
|
20
|
+
threatCache: GlobalThreat | undefined
|
|
21
|
+
): number {
|
|
22
|
+
// If the enemy's defensive power is increasing we will start to build these.
|
|
23
|
+
if (threatCache) {
|
|
24
|
+
if (threatCache.totalDefensivePower > threatCache.totalAvailableAntiGroundFirepower) {
|
|
25
|
+
return (
|
|
26
|
+
this.basePriority *
|
|
27
|
+
(threatCache.totalAvailableAntiGroundFirepower / Math.max(1, threatCache.totalDefensivePower))
|
|
28
|
+
);
|
|
29
|
+
}
|
|
30
|
+
}
|
|
31
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
32
|
+
return this.basePriority * (1.0 - numOwned / this.baseAmount);
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
getMaxCount(
|
|
36
|
+
game: GameApi,
|
|
37
|
+
playerData: PlayerData,
|
|
38
|
+
technoRules: TechnoRules,
|
|
39
|
+
threatCache: GlobalThreat | undefined
|
|
40
|
+
): number | null {
|
|
41
|
+
return null;
|
|
42
|
+
}
|
|
43
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import { GameApi, PlayerData, Point2D, TechnoRules } from "@chronodivide/game-api";
|
|
2
|
+
import { getPointTowardsOtherPoint } from "../map/map.js";
|
|
3
|
+
import { GlobalThreat } from "../threat/threat.js";
|
|
4
|
+
import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./building.js";
|
|
5
|
+
|
|
6
|
+
export class AntiGroundStaticDefence implements AiBuildingRules {
|
|
7
|
+
constructor(private basePriority: number, private baseAmount: number, private strength: number) {}
|
|
8
|
+
|
|
9
|
+
getPlacementLocation(
|
|
10
|
+
game: GameApi,
|
|
11
|
+
playerData: PlayerData,
|
|
12
|
+
technoRules: TechnoRules
|
|
13
|
+
): { rx: number; ry: number } | undefined {
|
|
14
|
+
// Prefer front towards enemy.
|
|
15
|
+
let startLocation = playerData.startLocation;
|
|
16
|
+
let players = game.getPlayers();
|
|
17
|
+
let enemyFacingLocationCandidates: Point2D[] = [];
|
|
18
|
+
for (let i = 0; i < players.length; ++i) {
|
|
19
|
+
let playerName = players[i];
|
|
20
|
+
if (playerName == playerData.name) {
|
|
21
|
+
continue;
|
|
22
|
+
}
|
|
23
|
+
let enemyPlayer = game.getPlayerData(playerName);
|
|
24
|
+
enemyFacingLocationCandidates.push(
|
|
25
|
+
getPointTowardsOtherPoint(game, startLocation, enemyPlayer.startLocation, 4, 16, 1.5)
|
|
26
|
+
);
|
|
27
|
+
}
|
|
28
|
+
let selectedLocation =
|
|
29
|
+
enemyFacingLocationCandidates[Math.floor(game.generateRandom() * enemyFacingLocationCandidates.length)];
|
|
30
|
+
return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules);
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
getPriority(
|
|
34
|
+
game: GameApi,
|
|
35
|
+
playerData: PlayerData,
|
|
36
|
+
technoRules: TechnoRules,
|
|
37
|
+
threatCache: GlobalThreat | undefined
|
|
38
|
+
): number {
|
|
39
|
+
// If the enemy's ground power is increasing we should try to keep up.
|
|
40
|
+
if (threatCache) {
|
|
41
|
+
let denominator =
|
|
42
|
+
threatCache.totalAvailableAntiGroundFirepower + threatCache.totalDefensivePower + this.strength;
|
|
43
|
+
if (threatCache.totalOffensiveLandThreat > denominator * 1.1) {
|
|
44
|
+
return this.basePriority * (threatCache.totalOffensiveLandThreat / Math.max(1, denominator));
|
|
45
|
+
}
|
|
46
|
+
}
|
|
47
|
+
const strengthPerCost = (this.strength / technoRules.cost) * 1000;
|
|
48
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
49
|
+
return this.basePriority * (1.0 - numOwned / this.baseAmount) * strengthPerCost;
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
getMaxCount(
|
|
53
|
+
game: GameApi,
|
|
54
|
+
playerData: PlayerData,
|
|
55
|
+
technoRules: TechnoRules,
|
|
56
|
+
threatCache: GlobalThreat | undefined
|
|
57
|
+
): number | null {
|
|
58
|
+
return null;
|
|
59
|
+
}
|
|
60
|
+
}
|
|
@@ -0,0 +1,68 @@
|
|
|
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 BasicAirUnit implements AiBuildingRules {
|
|
6
|
+
constructor(
|
|
7
|
+
private basePriority: number,
|
|
8
|
+
private baseAmount: number,
|
|
9
|
+
private antiGroundPower: number = 1, // boolean for now, but will eventually be used in weighting.
|
|
10
|
+
private 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 the enemy's anti-air power is low we might build more.
|
|
28
|
+
if (threatCache) {
|
|
29
|
+
let priority = 0;
|
|
30
|
+
if (
|
|
31
|
+
this.antiGroundPower > 0 &&
|
|
32
|
+
threatCache.totalOffensiveLandThreat > threatCache.totalAvailableAntiGroundFirepower
|
|
33
|
+
) {
|
|
34
|
+
priority +=
|
|
35
|
+
this.basePriority *
|
|
36
|
+
(threatCache.totalOffensiveLandThreat / Math.max(1, threatCache.totalAvailableAntiGroundFirepower));
|
|
37
|
+
}
|
|
38
|
+
if (
|
|
39
|
+
this.antiAirPower > 0 &&
|
|
40
|
+
threatCache.totalOffensiveAirThreat > threatCache.totalAvailableAntiAirFirepower
|
|
41
|
+
) {
|
|
42
|
+
priority +=
|
|
43
|
+
this.basePriority *
|
|
44
|
+
(threatCache.totalOffensiveAirThreat / Math.max(1, threatCache.totalAvailableAntiAirFirepower));
|
|
45
|
+
}
|
|
46
|
+
// sqrt so we don't build too much of one unit type.
|
|
47
|
+
priority += Math.min(
|
|
48
|
+
1.0,
|
|
49
|
+
Math.max(
|
|
50
|
+
1,
|
|
51
|
+
Math.sqrt(threatCache.totalAvailableAirPower / Math.max(1, threatCache.totalOffensiveAntiAirThreat))
|
|
52
|
+
)
|
|
53
|
+
);
|
|
54
|
+
return this.baseAmount * priority;
|
|
55
|
+
}
|
|
56
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
57
|
+
return this.basePriority * (1.0 - numOwned / this.baseAmount);
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
getMaxCount(
|
|
61
|
+
game: GameApi,
|
|
62
|
+
playerData: PlayerData,
|
|
63
|
+
technoRules: TechnoRules,
|
|
64
|
+
threatCache: GlobalThreat | undefined
|
|
65
|
+
): number | null {
|
|
66
|
+
return null;
|
|
67
|
+
}
|
|
68
|
+
}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
|
|
2
|
+
import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./building.js";
|
|
3
|
+
import { GlobalThreat } from "../threat/threat.js";
|
|
4
|
+
|
|
5
|
+
export class BasicBuilding implements AiBuildingRules {
|
|
6
|
+
constructor(
|
|
7
|
+
protected basePriority: number,
|
|
8
|
+
protected maxNeeded: number,
|
|
9
|
+
protected onlyBuildWhenFloatingCreditsAmount?: number
|
|
10
|
+
) {}
|
|
11
|
+
|
|
12
|
+
getPlacementLocation(
|
|
13
|
+
game: GameApi,
|
|
14
|
+
playerData: PlayerData,
|
|
15
|
+
technoRules: TechnoRules
|
|
16
|
+
): { rx: number; ry: number } | undefined {
|
|
17
|
+
return getDefaultPlacementLocation(game, playerData, playerData.startLocation, technoRules);
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
getPriority(
|
|
21
|
+
game: GameApi,
|
|
22
|
+
playerData: PlayerData,
|
|
23
|
+
technoRules: TechnoRules,
|
|
24
|
+
threatCache: GlobalThreat | undefined
|
|
25
|
+
): number {
|
|
26
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
27
|
+
const calcMaxCount = this.getMaxCount(game, playerData, technoRules, threatCache);
|
|
28
|
+
if (numOwned >= (calcMaxCount ?? this.maxNeeded)) {
|
|
29
|
+
return -100;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
if (this.onlyBuildWhenFloatingCreditsAmount && playerData.credits < this.onlyBuildWhenFloatingCreditsAmount) {
|
|
33
|
+
return -100;
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
return this.basePriority * (1.0 - numOwned / this.maxNeeded);
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
getMaxCount(
|
|
40
|
+
game: GameApi,
|
|
41
|
+
playerData: PlayerData,
|
|
42
|
+
technoRules: TechnoRules,
|
|
43
|
+
threatCache: GlobalThreat | undefined
|
|
44
|
+
): number | null {
|
|
45
|
+
return this.maxNeeded;
|
|
46
|
+
}
|
|
47
|
+
}
|
|
@@ -0,0 +1,78 @@
|
|
|
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 | 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
|
+
}
|