@supalosa/chronodivide-bot 0.2.0 → 0.2.2

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 (121) hide show
  1. package/.prettierrc +5 -5
  2. package/README.md +11 -3
  3. package/dist/bot/bot.js +15 -7
  4. package/dist/bot/bot.js.map +1 -0
  5. package/dist/bot/logic/awareness.js +12 -2
  6. package/dist/bot/logic/awareness.js.map +1 -0
  7. package/dist/bot/logic/awarenessImpl.js +132 -0
  8. package/dist/bot/logic/awarenessImpl.js.map +1 -0
  9. package/dist/bot/logic/building/ArtilleryUnit.js +1 -0
  10. package/dist/bot/logic/building/ArtilleryUnit.js.map +1 -0
  11. package/dist/bot/logic/building/antiGroundStaticDefence.js +1 -0
  12. package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -0
  13. package/dist/bot/logic/building/basicAirUnit.js +1 -0
  14. package/dist/bot/logic/building/basicAirUnit.js.map +1 -0
  15. package/dist/bot/logic/building/basicBuilding.js +1 -0
  16. package/dist/bot/logic/building/basicBuilding.js.map +1 -0
  17. package/dist/bot/logic/building/basicGroundUnit.js +1 -0
  18. package/dist/bot/logic/building/basicGroundUnit.js.map +1 -0
  19. package/dist/bot/logic/building/building.js +57 -11
  20. package/dist/bot/logic/building/building.js.map +1 -0
  21. package/dist/bot/logic/building/harvester.js +1 -0
  22. package/dist/bot/logic/building/harvester.js.map +1 -0
  23. package/dist/bot/logic/building/powerPlant.js +1 -0
  24. package/dist/bot/logic/building/powerPlant.js.map +1 -0
  25. package/dist/bot/logic/building/queueController.js +1 -0
  26. package/dist/bot/logic/building/queueController.js.map +1 -0
  27. package/dist/bot/logic/building/resourceCollectionBuilding.js +1 -0
  28. package/dist/bot/logic/building/resourceCollectionBuilding.js.map +1 -0
  29. package/dist/bot/logic/common/scout.js +100 -0
  30. package/dist/bot/logic/common/scout.js.map +1 -0
  31. package/dist/bot/logic/common/utils.js +2 -0
  32. package/dist/bot/logic/common/utils.js.map +1 -0
  33. package/dist/bot/logic/map/map.js +9 -25
  34. package/dist/bot/logic/map/map.js.map +1 -0
  35. package/dist/bot/logic/map/sector.js +33 -1
  36. package/dist/bot/logic/map/sector.js.map +1 -0
  37. package/dist/bot/logic/mission/mission.js +3 -1
  38. package/dist/bot/logic/mission/mission.js.map +1 -0
  39. package/dist/bot/logic/mission/missionController.js +5 -4
  40. package/dist/bot/logic/mission/missionController.js.map +1 -0
  41. package/dist/bot/logic/mission/missionFactories.js +1 -0
  42. package/dist/bot/logic/mission/missionFactories.js.map +1 -0
  43. package/dist/bot/logic/mission/missions/attackMission.js +7 -8
  44. package/dist/bot/logic/mission/missions/attackMission.js.map +1 -0
  45. package/dist/bot/logic/mission/missions/defenceMission.js +12 -7
  46. package/dist/bot/logic/mission/missions/defenceMission.js.map +1 -0
  47. package/dist/bot/logic/mission/missions/expansionMission.js +5 -4
  48. package/dist/bot/logic/mission/missions/expansionMission.js.map +1 -0
  49. package/dist/bot/logic/mission/missions/oneTimeMission.js +3 -2
  50. package/dist/bot/logic/mission/missions/oneTimeMission.js.map +1 -0
  51. package/dist/bot/logic/mission/missions/retreatMission.js +3 -2
  52. package/dist/bot/logic/mission/missions/retreatMission.js.map +1 -0
  53. package/dist/bot/logic/mission/missions/scoutingMission.js +8 -9
  54. package/dist/bot/logic/mission/missions/scoutingMission.js.map +1 -0
  55. package/dist/bot/logic/squad/behaviours/attackSquad.js +63 -56
  56. package/dist/bot/logic/squad/behaviours/combatSquad.js +6 -3
  57. package/dist/bot/logic/squad/behaviours/combatSquad.js.map +1 -0
  58. package/dist/bot/logic/squad/behaviours/common.js +7 -4
  59. package/dist/bot/logic/squad/behaviours/common.js.map +1 -0
  60. package/dist/bot/logic/squad/behaviours/defenceSquad.js +15 -2
  61. package/dist/bot/logic/squad/behaviours/expansionSquad.js +1 -0
  62. package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +1 -0
  63. package/dist/bot/logic/squad/behaviours/retreatSquad.js +6 -10
  64. package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +1 -0
  65. package/dist/bot/logic/squad/behaviours/scoutingSquad.js +66 -18
  66. package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +1 -0
  67. package/dist/bot/logic/squad/squad.js +3 -3
  68. package/dist/bot/logic/squad/squad.js.map +1 -0
  69. package/dist/bot/logic/squad/squadBehaviour.js +1 -0
  70. package/dist/bot/logic/squad/squadBehaviour.js.map +1 -0
  71. package/dist/bot/logic/squad/squadBehaviours.js +1 -0
  72. package/dist/bot/logic/squad/squadBehaviours.js.map +1 -0
  73. package/dist/bot/logic/squad/squadController.js +73 -23
  74. package/dist/bot/logic/squad/squadController.js.map +1 -0
  75. package/dist/bot/logic/threat/threat.js +1 -0
  76. package/dist/bot/logic/threat/threat.js.map +1 -0
  77. package/dist/bot/logic/threat/threatCalculator.js +1 -0
  78. package/dist/bot/logic/threat/threatCalculator.js.map +1 -0
  79. package/dist/exampleBot.js +24 -7
  80. package/dist/exampleBot.js.map +1 -0
  81. package/package.json +9 -6
  82. package/src/bot/bot.ts +17 -11
  83. package/src/bot/logic/awareness.ts +22 -5
  84. package/src/bot/logic/building/ArtilleryUnit.ts +43 -43
  85. package/src/bot/logic/building/antiGroundStaticDefence.ts +60 -60
  86. package/src/bot/logic/building/basicAirUnit.ts +68 -68
  87. package/src/bot/logic/building/basicBuilding.ts +47 -47
  88. package/src/bot/logic/building/building.ts +72 -12
  89. package/src/bot/logic/building/powerPlant.ts +32 -32
  90. package/src/bot/logic/building/resourceCollectionBuilding.ts +56 -56
  91. package/src/bot/logic/common/scout.ts +127 -1
  92. package/src/bot/logic/common/utils.ts +1 -0
  93. package/src/bot/logic/map/map.ts +70 -84
  94. package/src/bot/logic/map/sector.ts +46 -4
  95. package/src/bot/logic/mission/mission.ts +2 -2
  96. package/src/bot/logic/mission/missionController.ts +7 -6
  97. package/src/bot/logic/mission/missionFactories.ts +3 -0
  98. package/src/bot/logic/mission/missions/attackMission.ts +19 -13
  99. package/src/bot/logic/mission/missions/defenceMission.ts +35 -15
  100. package/src/bot/logic/mission/missions/expansionMission.ts +6 -4
  101. package/src/bot/logic/mission/missions/oneTimeMission.ts +3 -2
  102. package/src/bot/logic/mission/missions/retreatMission.ts +3 -2
  103. package/src/bot/logic/mission/missions/scoutingMission.ts +9 -6
  104. package/src/bot/logic/squad/behaviours/combatSquad.ts +6 -2
  105. package/src/bot/logic/squad/behaviours/common.ts +6 -4
  106. package/src/bot/logic/squad/behaviours/retreatSquad.ts +10 -12
  107. package/src/bot/logic/squad/behaviours/scoutingSquad.ts +81 -23
  108. package/src/bot/logic/squad/squad.ts +3 -2
  109. package/src/bot/logic/squad/squadBehaviour.ts +3 -1
  110. package/src/bot/logic/squad/squadController.ts +136 -69
  111. package/src/bot/logic/threat/threat.ts +15 -15
  112. package/src/bot/logic/threat/threatCalculator.ts +99 -99
  113. package/src/exampleBot.ts +25 -6
  114. package/tsconfig.json +73 -73
  115. package/dist/bot/logic/building/massedAntiGroundUnit.js +0 -20
  116. package/dist/bot/logic/building/queues.js +0 -19
  117. package/dist/bot/logic/knowledge.js +0 -1
  118. package/dist/bot/logic/mission/basicMission.js +0 -26
  119. package/dist/bot/logic/mission/expansionMission.js +0 -32
  120. package/dist/bot/logic/squad/behaviours/squadExpansion.js +0 -31
  121. package/dist/bot/logic/squad/behaviours/squadScouters.js +0 -8
@@ -1,60 +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 | null
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 | null
57
- ): number | null {
58
- return null;
59
- }
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 | null
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 | null
57
+ ): number | null {
58
+ return null;
59
+ }
60
+ }
@@ -1,68 +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 | null
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 | null
65
- ): number | null {
66
- return null;
67
- }
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 | null
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 | null
65
+ ): number | null {
66
+ return null;
67
+ }
68
+ }
@@ -1,47 +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 | null
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 | null
44
- ): number | null {
45
- return this.maxNeeded;
46
- }
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 | null
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 | null
44
+ ): number | null {
45
+ return this.maxNeeded;
46
+ }
47
+ }
@@ -1,4 +1,13 @@
1
- import { BuildingPlacementData, GameApi, PlayerData, Point2D, TechnoRules } from "@chronodivide/game-api";
1
+ import {
2
+ BuildingPlacementData,
3
+ GameApi,
4
+ ObjectType,
5
+ PlayerData,
6
+ Point2D,
7
+ Size,
8
+ TechnoRules,
9
+ Tile,
10
+ } from "@chronodivide/game-api";
2
11
  import { GlobalThreat } from "../threat/threat.js";
3
12
  import { AntiGroundStaticDefence } from "./antiGroundStaticDefence.js";
4
13
  import { ArtilleryUnit } from "./ArtilleryUnit.js";
@@ -39,6 +48,60 @@ export function numBuildingsOwnedOfName(game: GameApi, playerData: PlayerData, n
39
48
  return game.getVisibleUnits(playerData.name, "self", (r) => r.name === name).length;
40
49
  }
41
50
 
51
+ function computeAdjacentRect(point: Point2D, t: Size, adjacent: number) {
52
+ return {
53
+ x: point.x - adjacent,
54
+ y: point.y - adjacent,
55
+ width: t.width + 2 * adjacent,
56
+ height: t.height + 2 * adjacent
57
+ };
58
+ }
59
+ export function getAdjacencyTiles(game: GameApi,playerData: PlayerData,technoRules: TechnoRules){
60
+ let tiles = []
61
+ let buildings= game.getVisibleUnits(playerData.name,"self",(tech:TechnoRules)=>{ return tech.type === ObjectType.Building })
62
+ for(let i in buildings){
63
+ let building = game.getUnitData(buildings[i])
64
+
65
+ if(building?.rules?.baseNormal){
66
+ let foundation = building?.foundation;
67
+ let range = computeAdjacentRect({x:building?.tile.rx,y:building?.tile.ry},{width:foundation?.width,height:foundation?.height},technoRules.adjacent)
68
+ let baseTile = game.mapApi.getTile(range.x,range.y)
69
+ if (!baseTile){
70
+ continue
71
+ }
72
+ tiles.push(...game.mapApi.getTilesInRect(baseTile,{width:range.width,height:range.height}))
73
+ }
74
+ }
75
+ return tiles
76
+ }
77
+
78
+
79
+ function getTileDistances(startPoint: Point2D, tiles: Tile[]) {
80
+ let ret = [];
81
+ for (let i in tiles) {
82
+ let currentTile = tiles[i]
83
+ ret.push({
84
+ tile:currentTile,
85
+ distance:distance(currentTile.rx, currentTile.ry, startPoint.x, startPoint.y)
86
+ })
87
+ }
88
+ ret.sort((a,b)=>{
89
+ return a.distance - b. distance
90
+ })
91
+ return ret
92
+ }
93
+
94
+ function distance(x1: number, y1 :number, x2:number, y2:number) {
95
+ var dx = x1 - x2
96
+ var dy = y1 - y2;
97
+ let tmp = dx * dx + dy * dy;
98
+ if (0 === tmp) {
99
+ return 0
100
+ }
101
+ return Math.sqrt(tmp)
102
+ }
103
+
104
+
42
105
  export function getDefaultPlacementLocation(
43
106
  game: GameApi,
44
107
  playerData: PlayerData,
@@ -47,21 +110,16 @@ export function getDefaultPlacementLocation(
47
110
  space: number = 1,
48
111
  ): { rx: number; ry: number } | undefined {
49
112
  // Random location, preferably near start location.
50
- let startX = startPoint.x;
51
- let startY = startPoint.y;
52
113
  let size: BuildingPlacementData = game.getBuildingPlacementData(technoRules.name);
53
114
  if (!size) {
54
115
  return undefined;
55
116
  }
56
- let largestSize = Math.max(size.foundation.height, size.foundation.width);
57
- for (let searchRadius = largestSize; searchRadius < 25 + largestSize; ++searchRadius) {
58
- for (let xx = startX - searchRadius; xx < startX + searchRadius; ++xx) {
59
- for (let yy = startY - searchRadius; yy < startY + searchRadius; ++yy) {
60
- let tile = game.mapApi.getTile(xx, yy);
61
- if (tile && game.canPlaceBuilding(playerData.name, technoRules.name, tile)) {
62
- return { rx: xx, ry: yy };
63
- }
64
- }
117
+ let tiles = getAdjacencyTiles(game, playerData, technoRules)
118
+ let tileDistances = getTileDistances(startPoint, tiles)
119
+
120
+ for (let tileDistance of tileDistances) {
121
+ if (tileDistance.tile && game.canPlaceBuilding(playerData.name, technoRules.name, tileDistance.tile)) {
122
+ return tileDistance.tile;
65
123
  }
66
124
  }
67
125
  return undefined;
@@ -84,6 +142,7 @@ export const BUILDING_NAME_TO_RULES = new Map<string, AiBuildingRules>([
84
142
  ["GAAIRC", new BasicBuilding(8, 1, 6000)], // Airforce Command
85
143
 
86
144
  ["GATECH", new BasicBuilding(20, 1, 4000)], // Allied Battle Lab
145
+ ["GAYARD", new BasicBuilding(0, 0, 0)], // Naval Yard, disabled
87
146
 
88
147
  ["GAPILL", new AntiGroundStaticDefence(5, 1, 5)], // Pillbox
89
148
  ["ATESLA", new AntiGroundStaticDefence(5, 1, 10)], // Prism Cannon
@@ -109,6 +168,7 @@ export const BUILDING_NAME_TO_RULES = new Map<string, AiBuildingRules>([
109
168
  ["NADEPT", new BasicBuilding(1, 1, 10000)], // Repair Depot
110
169
  ["NARADR", new BasicBuilding(8, 1, 4000)], // Radar
111
170
  ["NANRCT", new PowerPlant()], // Nuclear Reactor
171
+ ["NAYARD", new BasicBuilding(0, 0, 0)], // Naval Yard, disabled
112
172
 
113
173
  ["NATECH", new BasicBuilding(20, 1, 4000)], // Soviet Battle Lab
114
174
 
@@ -1,32 +1,32 @@
1
- import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
- import { AiBuildingRules, getDefaultPlacementLocation } from "./building.js";
3
- import { GlobalThreat } from "../threat/threat.js";
4
-
5
- export class PowerPlant implements AiBuildingRules {
6
- getPlacementLocation(
7
- game: GameApi,
8
- playerData: PlayerData,
9
- technoRules: TechnoRules
10
- ): { rx: number; ry: number } | undefined {
11
- return getDefaultPlacementLocation(game, playerData, playerData.startLocation, technoRules);
12
- }
13
-
14
- getPriority(game: GameApi, playerData: PlayerData, technoRules: TechnoRules): number {
15
- if (playerData.power.total < playerData.power.drain) {
16
- return 100;
17
- } else if (playerData.power.total < playerData.power.drain + technoRules.power / 2) {
18
- return 20;
19
- } else {
20
- return 0;
21
- }
22
- }
23
-
24
- getMaxCount(
25
- game: GameApi,
26
- playerData: PlayerData,
27
- technoRules: TechnoRules,
28
- threatCache: GlobalThreat | null
29
- ): number | null {
30
- return null;
31
- }
32
- }
1
+ import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
+ import { AiBuildingRules, getDefaultPlacementLocation } from "./building.js";
3
+ import { GlobalThreat } from "../threat/threat.js";
4
+
5
+ export class PowerPlant implements AiBuildingRules {
6
+ getPlacementLocation(
7
+ game: GameApi,
8
+ playerData: PlayerData,
9
+ technoRules: TechnoRules
10
+ ): { rx: number; ry: number } | undefined {
11
+ return getDefaultPlacementLocation(game, playerData, playerData.startLocation, technoRules);
12
+ }
13
+
14
+ getPriority(game: GameApi, playerData: PlayerData, technoRules: TechnoRules): number {
15
+ if (playerData.power.total < playerData.power.drain) {
16
+ return 100;
17
+ } else if (playerData.power.total < playerData.power.drain + technoRules.power / 2) {
18
+ return 20;
19
+ } else {
20
+ return 0;
21
+ }
22
+ }
23
+
24
+ getMaxCount(
25
+ game: GameApi,
26
+ playerData: PlayerData,
27
+ technoRules: TechnoRules,
28
+ threatCache: GlobalThreat | null
29
+ ): number | null {
30
+ return null;
31
+ }
32
+ }
@@ -1,56 +1,56 @@
1
- import { GameApi, PlayerData, Point2D, TechnoRules, Tile } from "@chronodivide/game-api";
2
- import { GlobalThreat } from "../threat/threat.js";
3
- import { BasicBuilding } from "./basicBuilding.js";
4
- import {
5
- AiBuildingRules,
6
- getDefaultPlacementLocation,
7
- numBuildingsOwnedOfName,
8
- numBuildingsOwnedOfType,
9
- } from "./building.js";
10
-
11
- export class ResourceCollectionBuilding extends BasicBuilding {
12
- constructor(basePriority: number, maxNeeded: number, onlyBuildWhenFloatingCreditsAmount?: number) {
13
- super(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount);
14
- }
15
-
16
- getPlacementLocation(
17
- game: GameApi,
18
- playerData: PlayerData,
19
- technoRules: TechnoRules
20
- ): { rx: number; ry: number } | undefined {
21
- // Prefer spawning close to ore.
22
- let selectedLocation = playerData.startLocation;
23
-
24
- var closeOre: Tile | undefined;
25
- var closeOreDist: number | undefined;
26
- let allTileResourceData = game.mapApi.getAllTilesResourceData();
27
- for (let i = 0; i < allTileResourceData.length; ++i) {
28
- let tileResourceData = allTileResourceData[i];
29
- if (tileResourceData.spawnsOre) {
30
- let dist = Math.sqrt(
31
- (selectedLocation.x - tileResourceData.tile.rx) ** 2 +
32
- (selectedLocation.y - tileResourceData.tile.ry) ** 2
33
- );
34
- if (closeOreDist == undefined || dist < closeOreDist) {
35
- closeOreDist = dist;
36
- closeOre = tileResourceData.tile;
37
- }
38
- }
39
- }
40
- if (closeOre) {
41
- selectedLocation = { x: closeOre.rx, y: closeOre.ry };
42
- }
43
- return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules);
44
- }
45
-
46
- // Don't build/start selling these if we don't have any harvesters
47
- getMaxCount(
48
- game: GameApi,
49
- playerData: PlayerData,
50
- technoRules: TechnoRules,
51
- threatCache: GlobalThreat | null
52
- ): number | null {
53
- const harvesters = game.getVisibleUnits(playerData.name, "self", (r) => r.harvester).length;
54
- return Math.max(1, harvesters * 2);
55
- }
56
- }
1
+ import { GameApi, PlayerData, Point2D, TechnoRules, Tile } from "@chronodivide/game-api";
2
+ import { GlobalThreat } from "../threat/threat.js";
3
+ import { BasicBuilding } from "./basicBuilding.js";
4
+ import {
5
+ AiBuildingRules,
6
+ getDefaultPlacementLocation,
7
+ numBuildingsOwnedOfName,
8
+ numBuildingsOwnedOfType,
9
+ } from "./building.js";
10
+
11
+ export class ResourceCollectionBuilding extends BasicBuilding {
12
+ constructor(basePriority: number, maxNeeded: number, onlyBuildWhenFloatingCreditsAmount?: number) {
13
+ super(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount);
14
+ }
15
+
16
+ getPlacementLocation(
17
+ game: GameApi,
18
+ playerData: PlayerData,
19
+ technoRules: TechnoRules
20
+ ): { rx: number; ry: number } | undefined {
21
+ // Prefer spawning close to ore.
22
+ let selectedLocation = playerData.startLocation;
23
+
24
+ var closeOre: Tile | undefined;
25
+ var closeOreDist: number | undefined;
26
+ let allTileResourceData = game.mapApi.getAllTilesResourceData();
27
+ for (let i = 0; i < allTileResourceData.length; ++i) {
28
+ let tileResourceData = allTileResourceData[i];
29
+ if (tileResourceData.spawnsOre) {
30
+ let dist = Math.sqrt(
31
+ (selectedLocation.x - tileResourceData.tile.rx) ** 2 +
32
+ (selectedLocation.y - tileResourceData.tile.ry) ** 2
33
+ );
34
+ if (closeOreDist == undefined || dist < closeOreDist) {
35
+ closeOreDist = dist;
36
+ closeOre = tileResourceData.tile;
37
+ }
38
+ }
39
+ }
40
+ if (closeOre) {
41
+ selectedLocation = { x: closeOre.rx, y: closeOre.ry };
42
+ }
43
+ return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules);
44
+ }
45
+
46
+ // Don't build/start selling these if we don't have any harvesters
47
+ getMaxCount(
48
+ game: GameApi,
49
+ playerData: PlayerData,
50
+ technoRules: TechnoRules,
51
+ threatCache: GlobalThreat | null
52
+ ): number | null {
53
+ const harvesters = game.getVisibleUnits(playerData.name, "self", (r) => r.harvester).length;
54
+ return Math.max(1, harvesters * 2);
55
+ }
56
+ }