@supalosa/chronodivide-bot 0.3.1 → 0.5.1

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 (149) hide show
  1. package/.env.template +5 -0
  2. package/README.md +57 -39
  3. package/dist/bot/bot.js +27 -37
  4. package/dist/bot/bot.js.map +1 -1
  5. package/dist/bot/logic/awareness.js +13 -8
  6. package/dist/bot/logic/awareness.js.map +1 -1
  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 +2 -29
  10. package/dist/bot/logic/building/ArtilleryUnit.js.map +1 -0
  11. package/dist/bot/logic/building/antiAirStaticDefence.js +43 -0
  12. package/dist/bot/logic/building/antiAirStaticDefence.js.map +1 -0
  13. package/dist/bot/logic/building/antiGroundStaticDefence.js +8 -5
  14. package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
  15. package/dist/bot/logic/building/basicAirUnit.js +2 -23
  16. package/dist/bot/logic/building/basicAirUnit.js.map +1 -1
  17. package/dist/bot/logic/building/basicBuilding.js +3 -2
  18. package/dist/bot/logic/building/basicBuilding.js.map +1 -1
  19. package/dist/bot/logic/building/basicGroundUnit.js +2 -43
  20. package/dist/bot/logic/building/basicGroundUnit.js.map +1 -1
  21. package/dist/bot/logic/building/building.js +55 -11
  22. package/dist/bot/logic/building/building.js.map +1 -0
  23. package/dist/bot/logic/building/buildingRules.js +62 -50
  24. package/dist/bot/logic/building/buildingRules.js.map +1 -1
  25. package/dist/bot/logic/building/common.js +19 -0
  26. package/dist/bot/logic/building/common.js.map +1 -0
  27. package/dist/bot/logic/building/harvester.js +2 -1
  28. package/dist/bot/logic/building/harvester.js.map +1 -1
  29. package/dist/bot/logic/building/queueController.js +73 -41
  30. package/dist/bot/logic/building/queueController.js.map +1 -1
  31. package/dist/bot/logic/common/utils.js +35 -0
  32. package/dist/bot/logic/common/utils.js.map +1 -1
  33. package/dist/bot/logic/composition/alliedCompositions.js +13 -0
  34. package/dist/bot/logic/composition/alliedCompositions.js.map +1 -0
  35. package/dist/bot/logic/composition/common.js +2 -0
  36. package/dist/bot/logic/composition/common.js.map +1 -0
  37. package/dist/bot/logic/composition/sovietCompositions.js +13 -0
  38. package/dist/bot/logic/composition/sovietCompositions.js.map +1 -0
  39. package/dist/bot/logic/mission/actionBatcher.js +92 -0
  40. package/dist/bot/logic/mission/actionBatcher.js.map +1 -0
  41. package/dist/bot/logic/mission/behaviours/combatSquad.js +124 -0
  42. package/dist/bot/logic/mission/behaviours/combatSquad.js.map +1 -0
  43. package/dist/bot/logic/mission/behaviours/common.js +58 -0
  44. package/dist/bot/logic/mission/behaviours/common.js.map +1 -0
  45. package/dist/bot/logic/mission/behaviours/engineerSquad.js +39 -0
  46. package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +1 -0
  47. package/dist/bot/logic/mission/behaviours/expansionSquad.js +46 -0
  48. package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +1 -0
  49. package/dist/bot/logic/mission/behaviours/retreatSquad.js +31 -0
  50. package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +1 -0
  51. package/{src/bot/logic/squad/behaviours/scoutingSquad.ts → dist/bot/logic/mission/behaviours/scoutingSquad.js} +29 -47
  52. package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +1 -0
  53. package/dist/bot/logic/mission/mission.js +91 -19
  54. package/dist/bot/logic/mission/mission.js.map +1 -1
  55. package/dist/bot/logic/mission/missionController.js +262 -21
  56. package/dist/bot/logic/mission/missionController.js.map +1 -1
  57. package/dist/bot/logic/mission/missions/attackMission.js +159 -52
  58. package/dist/bot/logic/mission/missions/attackMission.js.map +1 -1
  59. package/dist/bot/logic/mission/missions/basicMission.js +13 -0
  60. package/dist/bot/logic/mission/missions/basicMission.js.map +1 -0
  61. package/dist/bot/logic/mission/missions/defenceMission.js +43 -28
  62. package/dist/bot/logic/mission/missions/defenceMission.js.map +1 -1
  63. package/dist/bot/logic/mission/missions/engineerMission.js +37 -7
  64. package/dist/bot/logic/mission/missions/engineerMission.js.map +1 -1
  65. package/dist/bot/logic/mission/missions/expansionMission.js +42 -6
  66. package/dist/bot/logic/mission/missions/expansionMission.js.map +1 -1
  67. package/dist/bot/logic/mission/missions/missionBehaviour.js +2 -0
  68. package/dist/bot/logic/mission/missions/missionBehaviour.js.map +1 -0
  69. package/dist/bot/logic/mission/missions/retreatMission.js +31 -5
  70. package/dist/bot/logic/mission/missions/retreatMission.js.map +1 -1
  71. package/dist/bot/logic/mission/missions/scoutingMission.js +103 -6
  72. package/dist/bot/logic/mission/missions/scoutingMission.js.map +1 -1
  73. package/dist/bot/logic/mission/missions/squads/combatSquad.js +116 -0
  74. package/dist/bot/logic/mission/missions/squads/combatSquad.js.map +1 -0
  75. package/dist/bot/logic/mission/missions/squads/common.js +58 -0
  76. package/dist/bot/logic/mission/missions/squads/common.js.map +1 -0
  77. package/dist/bot/logic/mission/missions/squads/squad.js +2 -0
  78. package/dist/bot/logic/mission/missions/squads/squad.js.map +1 -0
  79. package/dist/bot/logic/squad/behaviours/attackSquad.js +63 -56
  80. package/dist/bot/logic/squad/behaviours/combatSquad.js +19 -18
  81. package/dist/bot/logic/squad/behaviours/combatSquad.js.map +1 -1
  82. package/dist/bot/logic/squad/behaviours/common.js +2 -19
  83. package/dist/bot/logic/squad/behaviours/common.js.map +1 -1
  84. package/dist/bot/logic/squad/behaviours/defenceSquad.js +15 -2
  85. package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +1 -1
  86. package/dist/bot/logic/squad/behaviours/scoutingSquad.js +17 -21
  87. package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +1 -1
  88. package/dist/bot/logic/squad/squad.js +8 -5
  89. package/dist/bot/logic/squad/squad.js.map +1 -1
  90. package/dist/bot/logic/squad/squadBehaviour.js.map +1 -1
  91. package/dist/bot/logic/squad/squadController.js +3 -2
  92. package/dist/bot/logic/squad/squadController.js.map +1 -1
  93. package/dist/bot/logic/threat/threatCalculator.js +5 -5
  94. package/dist/bot/logic/threat/threatCalculator.js.map +1 -1
  95. package/dist/exampleBot.js +53 -16
  96. package/dist/exampleBot.js.map +1 -1
  97. package/package.json +5 -4
  98. package/src/bot/bot.ts +38 -53
  99. package/src/bot/logic/awareness.ts +34 -22
  100. package/src/bot/logic/building/antiAirStaticDefence.ts +64 -0
  101. package/src/bot/logic/building/antiGroundStaticDefence.ts +7 -20
  102. package/src/bot/logic/building/artilleryUnit.ts +2 -28
  103. package/src/bot/logic/building/basicAirUnit.ts +2 -33
  104. package/src/bot/logic/building/basicBuilding.ts +8 -6
  105. package/src/bot/logic/building/basicGroundUnit.ts +2 -46
  106. package/src/bot/logic/building/buildingRules.ts +73 -57
  107. package/src/bot/logic/building/common.ts +23 -0
  108. package/src/bot/logic/building/harvester.ts +2 -1
  109. package/src/bot/logic/building/queueController.ts +105 -42
  110. package/src/bot/logic/common/utils.ts +47 -0
  111. package/src/bot/logic/composition/alliedCompositions.ts +22 -0
  112. package/src/bot/logic/composition/common.ts +3 -0
  113. package/src/bot/logic/composition/sovietCompositions.ts +21 -0
  114. package/src/bot/logic/mission/actionBatcher.ts +124 -0
  115. package/src/bot/logic/mission/mission.ts +186 -37
  116. package/src/bot/logic/mission/missionController.ts +340 -31
  117. package/src/bot/logic/mission/missionFactories.ts +3 -3
  118. package/src/bot/logic/mission/missions/attackMission.ts +234 -56
  119. package/src/bot/logic/mission/missions/defenceMission.ts +72 -45
  120. package/src/bot/logic/mission/missions/engineerMission.ts +67 -15
  121. package/src/bot/logic/mission/missions/expansionMission.ts +67 -14
  122. package/src/bot/logic/mission/missions/retreatMission.ts +50 -6
  123. package/src/bot/logic/mission/missions/scoutingMission.ts +138 -14
  124. package/src/bot/logic/mission/missions/squads/combatSquad.ts +160 -0
  125. package/src/bot/logic/{squad/behaviours → mission/missions/squads}/common.ts +14 -20
  126. package/src/bot/logic/mission/missions/squads/squad.ts +19 -0
  127. package/src/bot/logic/threat/threat.ts +15 -15
  128. package/src/bot/logic/threat/threatCalculator.ts +10 -10
  129. package/src/exampleBot.ts +59 -19
  130. package/.prettierrc +0 -5
  131. package/TODO.md +0 -18
  132. package/dist/bot/logic/building/artilleryUnit.js.map +0 -1
  133. package/dist/bot/logic/building/massedAntiGroundUnit.js +0 -20
  134. package/dist/bot/logic/building/queues.js +0 -19
  135. package/dist/bot/logic/knowledge.js +0 -1
  136. package/dist/bot/logic/mission/basicMission.js +0 -26
  137. package/dist/bot/logic/mission/expansionMission.js +0 -32
  138. package/dist/bot/logic/squad/behaviours/squadExpansion.js +0 -31
  139. package/dist/bot/logic/squad/behaviours/squadScouters.js +0 -8
  140. package/rules.ini +0 -23126
  141. package/src/bot/logic/mission/missions/oneTimeMission.ts +0 -33
  142. package/src/bot/logic/squad/behaviours/combatSquad.ts +0 -127
  143. package/src/bot/logic/squad/behaviours/engineerSquad.ts +0 -53
  144. package/src/bot/logic/squad/behaviours/expansionSquad.ts +0 -59
  145. package/src/bot/logic/squad/behaviours/retreatSquad.ts +0 -44
  146. package/src/bot/logic/squad/squad.ts +0 -159
  147. package/src/bot/logic/squad/squadBehaviour.ts +0 -62
  148. package/src/bot/logic/squad/squadBehaviours.ts +0 -8
  149. package/src/bot/logic/squad/squadController.ts +0 -254
@@ -26,34 +26,43 @@ export const queueTypeToName = (queue) => {
26
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  return "Unknown";
27
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  }
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  };
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- const DEBUG_BUILD_QUEUES = true;
30
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  export class QueueController {
31
- constructor() { }
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- onAiUpdate(game, productionApi, actionsApi, playerData, threatCache, logger) {
33
- const decisions = QUEUES.map((queueType) => {
30
+ constructor() {
31
+ this.queueStates = [];
32
+ }
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+ onAiUpdate(game, productionApi, actionsApi, playerData, threatCache, unitTypeRequests, logger) {
34
+ this.queueStates = QUEUES.map((queueType) => {
34
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  const options = productionApi.getAvailableObjects(queueType);
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+ const items = this.getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger);
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+ const topItem = items.length > 0 ? items[items.length - 1] : undefined;
35
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  return {
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  queue: queueType,
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- decision: this.getBestOptionForBuilding(game, options, threatCache, playerData, logger),
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+ items,
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+ // only if the top item has a priority above zero
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+ topItem: topItem && topItem.priority > 0 ? topItem : undefined,
38
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  };
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- }).filter((decision) => decision.decision != null);
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- let totalWeightAcrossQueues = decisions
41
- .map((decision) => decision.decision?.priority)
44
+ });
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+ const totalWeightAcrossQueues = this.queueStates
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+ .map((decision) => decision.topItem?.priority)
42
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  .reduce((pV, cV) => pV + cV, 0);
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- let totalCostAcrossQueues = decisions
44
- .map((decision) => decision.decision?.unit.cost)
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+ const totalCostAcrossQueues = this.queueStates
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+ .map((decision) => decision.topItem?.unit.cost)
45
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  .reduce((pV, cV) => pV + cV, 0);
46
- decisions.forEach((decision) => {
47
- this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.decision, totalWeightAcrossQueues, totalCostAcrossQueues, logger);
51
+ this.queueStates.forEach((decision) => {
52
+ this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.topItem, totalWeightAcrossQueues, totalCostAcrossQueues, logger);
48
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  });
49
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  // Repair is simple - just repair everything that's damaged.
50
- game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
51
- const unit = game.getUnitData(unitId);
52
- if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
53
- return;
54
- }
55
- actionsApi.toggleRepairWrench(unitId);
56
- });
55
+ if (playerData.credits > 0) {
56
+ game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
57
+ const unit = game.getUnitData(unitId);
58
+ if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
59
+ return;
60
+ }
61
+ if (unit.hitPoints < unit.maxHitPoints) {
62
+ actionsApi.toggleRepairWrench(unitId);
63
+ }
64
+ });
65
+ }
57
66
  }
58
67
  updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, queueType, decision, totalWeightAcrossQueues, totalCostAcrossQueues, logger) {
59
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  const myCredits = playerData.credits;
@@ -69,24 +78,26 @@ export class QueueController {
69
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  // Consider placing it.
70
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  const objectReady = queueData.items[0].rules;
71
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  if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
72
- logger(`Complete ${queueTypeToName(queueType)}: ${objectReady.name}`);
73
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  let location = this.getBestLocationForStructure(game, playerData, objectReady);
74
82
  if (location !== undefined) {
83
+ logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${location.ry}`);
75
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  actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
76
85
  }
86
+ else {
87
+ logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
88
+ }
77
89
  }
78
90
  }
79
91
  else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
80
- // Consider cancelling if something else is significantly higher priority.
81
- const current = queueData.items[0].rules;
82
- const options = productionApi.getAvailableObjects(queueType);
83
- if (decision.unit != current) {
92
+ // Consider cancelling if something else is significantly higher priority than what is currently being produced.
93
+ const currentProduction = queueData.items[0].rules;
94
+ if (decision.unit != currentProduction) {
84
95
  // Changing our mind.
85
- let currentItemPriority = this.getPriorityForBuildingOption(current, game, playerData, threatCache);
96
+ let currentItemPriority = this.getPriorityForBuildingOption(currentProduction, game, playerData, threatCache);
86
97
  let newItemPriority = decision.priority;
87
98
  if (newItemPriority > currentItemPriority * 2) {
88
- logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${current.name} because ${decision.unit.name} has 2x higher priority.`);
89
- actionsApi.unqueueFromProduction(queueData.type, current.name, current.type, 1);
99
+ logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${decision.unit.name} has 2x higher priority.`);
100
+ actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
90
101
  }
91
102
  }
92
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  else {
@@ -109,24 +120,18 @@ export class QueueController {
109
120
  }
110
121
  }
111
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  }
112
- getBestOptionForBuilding(game, options, threatCache, playerData, logger) {
123
+ getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger) {
113
124
  let priorityQueue = [];
114
125
  options.forEach((option) => {
115
- let priority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
116
- if (priority > 0) {
117
- priorityQueue.push({ unit: option, priority: priority });
126
+ const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
127
+ // Get the higher of the dynamic and the mission priority for the unit.
128
+ const actualPriority = Math.max(calculatedPriority, unitTypeRequests.get(option.name) ?? calculatedPriority);
129
+ if (actualPriority > 0) {
130
+ priorityQueue.push({ unit: option, priority: actualPriority });
118
131
  }
119
132
  });
120
- priorityQueue = priorityQueue.sort((a, b) => {
121
- return a.priority - b.priority;
122
- });
123
- if (priorityQueue.length > 0) {
124
- if (DEBUG_BUILD_QUEUES && game.getCurrentTick() % 100 === 0) {
125
- let queueString = priorityQueue.map((item) => item.unit.name + "(" + item.priority + ")").join(", ");
126
- logger(`Build priority currently: ${queueString}`);
127
- }
128
- }
129
- return priorityQueue.pop();
133
+ priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
134
+ return priorityQueue;
130
135
  }
131
136
  getPriorityForBuildingOption(option, game, playerStatus, threatCache) {
132
137
  if (BUILDING_NAME_TO_RULES.has(option.name)) {
@@ -148,5 +153,32 @@ export class QueueController {
148
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  return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
149
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  }
150
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  }
156
+ getGlobalDebugText(gameApi, productionApi) {
157
+ const productionState = QUEUES.reduce((prev, queueType) => {
158
+ if (productionApi.getQueueData(queueType).size === 0) {
159
+ return prev;
160
+ }
161
+ const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
162
+ return (prev +
163
+ " [" +
164
+ queueTypeToName(queueType) +
165
+ (paused ? " PAUSED" : "") +
166
+ ": " +
167
+ productionApi
168
+ .getQueueData(queueType)
169
+ .items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
170
+ "]");
171
+ }, "");
172
+ const queueStates = this.queueStates
173
+ .filter((queueState) => queueState.items.length > 0)
174
+ .map((queueState) => {
175
+ const queueString = queueState.items
176
+ .map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
177
+ .join(", ");
178
+ return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
179
+ })
180
+ .join("");
181
+ return `Production: ${productionState}\n${queueStates}`;
182
+ }
151
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  }
152
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  //# sourceMappingURL=queueController.js.map
@@ -1 +1 @@
1
- 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@@ -1,3 +1,9 @@
1
+ const SOVIET_COUNTRY_NAMES = ["Africans", "Arabs", "Confederation", "Russians"];
2
+ export const isSoviet = (countryName) => SOVIET_COUNTRY_NAMES.includes(countryName);
3
+ export const isOwnedByNeutral = (unitData) => unitData?.owner === "@@NEUTRAL@@";
4
+ // Return if the given unit would have .isSelectableCombatant = true.
5
+ // Usable on GameObjectData (which is faster to get than TechnoRules)
6
+ export const isSelectableCombatant = (rules) => !!rules?.rules?.isSelectableCombatant;
1
7
  // Thanks use-strict!
2
8
  export function formatTimeDuration(timeSeconds, skipZeroHours = false) {
3
9
  let h = Math.floor(timeSeconds / 3600);
@@ -11,6 +17,22 @@ export function pad(n, format = "0000") {
11
17
  let str = "" + n;
12
18
  return format.substring(0, format.length - str.length) + str;
13
19
  }
20
+ // So we don't need lodash
21
+ export function minBy(array, predicate) {
22
+ if (array.length === 0) {
23
+ return null;
24
+ }
25
+ let minIdx = 0;
26
+ let minVal = predicate(array[0]);
27
+ for (let i = 1; i < array.length; ++i) {
28
+ const newVal = predicate(array[i]);
29
+ if (minVal === null || (newVal !== null && newVal < minVal)) {
30
+ minIdx = i;
31
+ minVal = newVal;
32
+ }
33
+ }
34
+ return array[minIdx];
35
+ }
14
36
  export function maxBy(array, predicate) {
15
37
  if (array.length === 0) {
16
38
  return null;
@@ -48,4 +70,17 @@ export function countBy(array, predicate) {
48
70
  return prev;
49
71
  }, {});
50
72
  }
73
+ export function groupBy(array, predicate) {
74
+ return array.reduce((prev, newVal) => {
75
+ const val = predicate(newVal);
76
+ if (val === undefined) {
77
+ return prev;
78
+ }
79
+ if (!prev.hasOwnProperty(val)) {
80
+ prev[val] = [];
81
+ }
82
+ prev[val].push(newVal);
83
+ return prev;
84
+ }, {});
85
+ }
51
86
  //# sourceMappingURL=utils.js.map
@@ -1 +1 @@
1
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@@ -0,0 +1,13 @@
1
+ export const getAlliedCompositions = (gameApi, playerData, matchAwareness) => {
2
+ const hasWarFactory = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "GAWEAP").length > 0;
3
+ const hasAirforce = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "GAAIRC" || r.name === "AMRADR").length > 0;
4
+ const hasBattleLab = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "GATECH").length > 0;
5
+ const includeInfantry = !hasAirforce && !hasBattleLab;
6
+ return {
7
+ ...(includeInfantry && { E1: 5 }),
8
+ ...(hasWarFactory && { MTNK: 3, FV: 2 }),
9
+ ...(hasAirforce && { JUMPJET: 6 }),
10
+ ...(hasBattleLab && { SREF: 2, MGTK: 3 }),
11
+ };
12
+ };
13
+ //# sourceMappingURL=alliedCompositions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"alliedCompositions.js","sourceRoot":"","sources":["../../../../src/bot/logic/composition/alliedCompositions.ts"],"names":[],"mappings":"AAIA,MAAM,CAAC,MAAM,qBAAqB,GAAG,CACjC,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EACf,EAAE;IACjB,MAAM,aAAa,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IAC9G,MAAM,WAAW,GACb,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,IAAI,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IACnH,MAAM,YAAY,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IAE7G,MAAM,eAAe,GAAG,CAAC,WAAW,IAAI,CAAC,YAAY,CAAC;IACtD,OAAO;QACH,GAAG,CAAC,eAAe,IAAI,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;QACjC,GAAG,CAAC,aAAa,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;QACxC,GAAG,CAAC,WAAW,IAAI,EAAE,OAAO,EAAE,CAAC,EAAE,CAAC;QAClC,GAAG,CAAC,YAAY,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;KAC5C,CAAC;AACN,CAAC,CAAC"}
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=common.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"common.js","sourceRoot":"","sources":["../../../../src/bot/logic/composition/common.ts"],"names":[],"mappings":""}
@@ -0,0 +1,13 @@
1
+ export const getSovietComposition = (gameApi, playerData, matchAwareness) => {
2
+ const hasWarFactory = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "NAWEAP").length > 0;
3
+ const hasRadar = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "NARADR").length > 0;
4
+ const hasBattleLab = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "NATECH").length > 0;
5
+ const includeInfantry = !hasBattleLab;
6
+ return {
7
+ ...(includeInfantry && { E2: 10 }),
8
+ ...(hasWarFactory && { HTNK: 3, HTK: 2 }),
9
+ ...(hasRadar && { V3: 1 }),
10
+ ...(hasBattleLab && { APOC: 2 }),
11
+ };
12
+ };
13
+ //# sourceMappingURL=sovietCompositions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sovietCompositions.js","sourceRoot":"","sources":["../../../../src/bot/logic/composition/sovietCompositions.ts"],"names":[],"mappings":"AAIA,MAAM,CAAC,MAAM,oBAAoB,GAAG,CAChC,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EACf,EAAE;IACjB,MAAM,aAAa,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IAC9G,MAAM,QAAQ,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IACzG,MAAM,YAAY,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,QAAQ,CAAC,CAAC,MAAM,GAAG,CAAC,CAAC;IAE7G,MAAM,eAAe,GAAG,CAAC,YAAY,CAAC;IACtC,OAAO;QACH,GAAG,CAAC,eAAe,IAAI,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC;QAClC,GAAG,CAAC,aAAa,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,CAAC;QACzC,GAAG,CAAC,QAAQ,IAAI,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC;QAC1B,GAAG,CAAC,YAAY,IAAI,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC;KACnC,CAAC;AACN,CAAC,CAAC"}
@@ -0,0 +1,92 @@
1
+ // Used to group related actions together to minimise actionApi calls. For example, if multiple units
2
+ import { Vector2 } from "@chronodivide/game-api";
3
+ import { groupBy } from "../common/utils.js";
4
+ // are ordered to move to the same location, all of them will be ordered to move in a single action.
5
+ export class BatchableAction {
6
+ constructor(_unitId, _orderType, _point, _targetId,
7
+ // If you don't want this action to be swallowed by dedupe, provide a unique nonce
8
+ _nonce = 0) {
9
+ this._unitId = _unitId;
10
+ this._orderType = _orderType;
11
+ this._point = _point;
12
+ this._targetId = _targetId;
13
+ this._nonce = _nonce;
14
+ }
15
+ static noTarget(unitId, orderType, nonce = 0) {
16
+ return new BatchableAction(unitId, orderType, undefined, undefined, nonce);
17
+ }
18
+ static toPoint(unitId, orderType, point, nonce = 0) {
19
+ return new BatchableAction(unitId, orderType, point, undefined);
20
+ }
21
+ static toTargetId(unitId, orderType, targetId, nonce = 0) {
22
+ return new BatchableAction(unitId, orderType, undefined, targetId, nonce);
23
+ }
24
+ get unitId() {
25
+ return this._unitId;
26
+ }
27
+ get orderType() {
28
+ return this._orderType;
29
+ }
30
+ get point() {
31
+ return this._point;
32
+ }
33
+ get targetId() {
34
+ return this._targetId;
35
+ }
36
+ isSameAs(other) {
37
+ if (this._unitId !== other._unitId) {
38
+ return false;
39
+ }
40
+ if (this._orderType !== other._orderType) {
41
+ return false;
42
+ }
43
+ if (this._point !== other._point) {
44
+ return false;
45
+ }
46
+ if (this._targetId !== other._targetId) {
47
+ return false;
48
+ }
49
+ if (this._nonce !== other._nonce) {
50
+ return false;
51
+ }
52
+ return true;
53
+ }
54
+ }
55
+ export class ActionBatcher {
56
+ constructor() {
57
+ this.actions = [];
58
+ }
59
+ push(action) {
60
+ this.actions.push(action);
61
+ }
62
+ resolve(actionsApi) {
63
+ const groupedCommands = groupBy(this.actions, (action) => action.orderType.valueOf().toString());
64
+ const vectorToStr = (v) => v.x + "," + v.y;
65
+ const strToVector = (str) => {
66
+ const [x, y] = str.split(",");
67
+ return new Vector2(parseInt(x), parseInt(y));
68
+ };
69
+ // Group by command type.
70
+ Object.entries(groupedCommands).forEach(([commandValue, commands]) => {
71
+ // i hate this
72
+ const commandType = parseInt(commandValue);
73
+ // Group by command target ID.
74
+ const byTarget = groupBy(commands.filter((command) => !!command.targetId), (command) => command.targetId?.toString());
75
+ Object.entries(byTarget).forEach(([targetId, unitCommands]) => {
76
+ actionsApi.orderUnits(unitCommands.map((command) => command.unitId), commandType, parseInt(targetId));
77
+ });
78
+ // Group by position (the vector is encoded as a string of the form "x,y")
79
+ const byPosition = groupBy(commands.filter((command) => !!command.point), (command) => vectorToStr(command.point));
80
+ Object.entries(byPosition).forEach(([point, unitCommands]) => {
81
+ const vector = strToVector(point);
82
+ actionsApi.orderUnits(unitCommands.map((command) => command.unitId), commandType, vector.x, vector.y);
83
+ });
84
+ // Actions with no targets
85
+ const noTargets = commands.filter((command) => !command.targetId && !command.point);
86
+ if (noTargets.length > 0) {
87
+ actionsApi.orderUnits(noTargets.map((action) => action.unitId), commandType);
88
+ }
89
+ });
90
+ }
91
+ }
92
+ //# sourceMappingURL=actionBatcher.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"actionBatcher.js","sourceRoot":"","sources":["../../../../src/bot/logic/mission/actionBatcher.ts"],"names":[],"mappings":"AAAA,qGAAqG;AAErG,OAAO,EAAyB,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAE7C,oGAAoG;AACpG,MAAM,OAAO,eAAe;IACxB,YACY,OAAe,EACf,UAAqB,EACrB,MAAgB,EAChB,SAAkB;IAC1B,kFAAkF;IAC1E,SAAiB,CAAC;QALlB,YAAO,GAAP,OAAO,CAAQ;QACf,eAAU,GAAV,UAAU,CAAW;QACrB,WAAM,GAAN,MAAM,CAAU;QAChB,cAAS,GAAT,SAAS,CAAS;QAElB,WAAM,GAAN,MAAM,CAAY;IAC3B,CAAC;IAEJ,MAAM,CAAC,QAAQ,CAAC,MAAc,EAAE,SAAoB,EAAE,QAAgB,CAAC;QACnE,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED,MAAM,CAAC,OAAO,CAAC,MAAc,EAAE,SAAoB,EAAE,KAAc,EAAE,QAAgB,CAAC;QAClF,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IACpE,CAAC;IAED,MAAM,CAAC,UAAU,CAAC,MAAc,EAAE,SAAoB,EAAE,QAAgB,EAAE,QAAgB,CAAC;QACvF,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;IAC9E,CAAC;IAED,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAEM,QAAQ,CAAC,KAAsB;QAClC,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,CAAC,OAAO,EAAE;YAChC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,CAAC,UAAU,EAAE;YACtC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,EAAE;YAC9B,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,CAAC,SAAS,EAAE;YACpC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,EAAE;YAC9B,OAAO,KAAK,CAAC;SAChB;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,MAAM,OAAO,aAAa;IAGtB;QACI,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;IACtB,CAAC;IAED,IAAI,CAAC,MAAuB;QACxB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC9B,CAAC;IAED,OAAO,CAAC,UAAsB;QAC1B,MAAM,eAAe,GAAG,OAAO,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE,CAAC,CAAC;QACjG,MAAM,WAAW,GAAG,CAAC,CAAU,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;QACpD,MAAM,WAAW,GAAG,CAAC,GAAW,EAAE,EAAE;YAChC,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;YAC9B,OAAO,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACjD,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,YAAY,EAAE,QAAQ,CAAC,EAAE,EAAE;YACjE,cAAc;YACd,MAAM,WAAW,GAAc,QAAQ,CAAC,YAAY,CAAc,CAAC;YACnE,8BAA8B;YAC9B,MAAM,QAAQ,GAAG,OAAO,CACpB,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,QAAQ,CAAC,EAChD,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAG,CAC7C,CAAC;YACF,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,EAAE,YAAY,CAAC,EAAE,EAAE;gBAC1D,UAAU,CAAC,UAAU,CACjB,YAAY,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAC7C,WAAW,EACX,QAAQ,CAAC,QAAQ,CAAC,CACrB,CAAC;YACN,CAAC,CAAC,CAAC;YACH,0EAA0E;YAC1E,MAAM,UAAU,GAAG,OAAO,CACtB,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,CAAC,EAC7C,CAAC,OAAO,EAAE,EAAE,CAAC,WAAW,CAAC,OAAO,CAAC,KAAM,CAAC,CAC3C,CAAC;YACF,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,EAAE,YAAY,CAAC,EAAE,EAAE;gBACzD,MAAM,MAAM,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAClC,UAAU,CAAC,UAAU,CACjB,YAAY,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAC7C,WAAW,EACX,MAAM,CAAC,CAAC,EACR,MAAM,CAAC,CAAC,CACX,CAAC;YACN,CAAC,CAAC,CAAC;YACH,0BAA0B;YAC1B,MAAM,SAAS,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;YACpF,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE;gBACtB,UAAU,CAAC,UAAU,CACjB,SAAS,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,EACxC,WAAW,CACd,CAAC;aACL;QACL,CAAC,CAAC,CAAC;IACP,CAAC;CACJ"}
@@ -0,0 +1,124 @@
1
+ import { GameMath, MovementZone, } from "@chronodivide/game-api";
2
+ import { getAttackWeight, manageAttackMicro, manageMoveMicro } from "./common.js";
3
+ import { isOwnedByNeutral, maxBy, minBy } from "../../common/utils.js";
4
+ import { grabCombatants, noop } from "../mission.js";
5
+ const TARGET_UPDATE_INTERVAL_TICKS = 10;
6
+ const GRAB_INTERVAL_TICKS = 64;
7
+ const GRAB_RADIUS = 20;
8
+ // Units must be in a certain radius of the center of mass before attacking.
9
+ // This scales for number of units in the squad though.
10
+ const MIN_GATHER_RADIUS = 5;
11
+ // If the radius expands beyond this amount then we should switch back to gathering mode.
12
+ const MAX_GATHER_RADIUS = 15;
13
+ const GATHER_RATIO = 10;
14
+ var SquadState;
15
+ (function (SquadState) {
16
+ SquadState[SquadState["Gathering"] = 0] = "Gathering";
17
+ SquadState[SquadState["Attacking"] = 1] = "Attacking";
18
+ })(SquadState || (SquadState = {}));
19
+ export class CombatSquad {
20
+ /**
21
+ *
22
+ * @param rallyArea the initial location to grab combatants
23
+ * @param targetArea
24
+ * @param radius
25
+ */
26
+ constructor(rallyArea, targetArea, radius) {
27
+ this.rallyArea = rallyArea;
28
+ this.targetArea = targetArea;
29
+ this.radius = radius;
30
+ this.lastGrab = null;
31
+ this.lastCommand = null;
32
+ this.state = SquadState.Gathering;
33
+ this.lastOrderGiven = {};
34
+ }
35
+ getGlobalDebugText() {
36
+ return this.debugLastTarget ?? "<none>";
37
+ }
38
+ setAttackArea(targetArea) {
39
+ this.targetArea = targetArea;
40
+ }
41
+ onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness, logger) {
42
+ if (mission.getUnitIds().length > 0 &&
43
+ (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
44
+ this.lastCommand = gameApi.getCurrentTick();
45
+ const centerOfMass = mission.getCenterOfMass();
46
+ const maxDistance = mission.getMaxDistanceToCenterOfMass();
47
+ const units = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
48
+ // Only use ground units for center of mass.
49
+ const groundUnits = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
50
+ (r.rules.movementZone === MovementZone.Infantry ||
51
+ r.rules.movementZone === MovementZone.Normal ||
52
+ r.rules.movementZone === MovementZone.InfantryDestroyer));
53
+ if (this.state === SquadState.Gathering) {
54
+ const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
55
+ if (centerOfMass &&
56
+ maxDistance &&
57
+ gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
58
+ maxDistance > requiredGatherRadius) {
59
+ units.forEach((unit) => {
60
+ this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, centerOfMass));
61
+ });
62
+ }
63
+ else {
64
+ logger(`CombatSquad ${mission.getUniqueName()} switching back to attack mode (${maxDistance})`);
65
+ this.state = SquadState.Attacking;
66
+ }
67
+ }
68
+ else {
69
+ const targetPoint = this.targetArea || playerData.startLocation;
70
+ const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
71
+ if (centerOfMass &&
72
+ maxDistance &&
73
+ gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
74
+ maxDistance > requiredGatherRadius) {
75
+ // Switch back to gather mode
76
+ logger(`CombatSquad ${mission.getUniqueName()} switching back to gather (${maxDistance})`);
77
+ this.state = SquadState.Gathering;
78
+ return noop();
79
+ }
80
+ // The unit with the shortest range chooses the target. Otherwise, a base range of 5 is chosen.
81
+ const getRangeForUnit = (unit) => unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
82
+ const attackLeader = minBy(units, getRangeForUnit);
83
+ if (!attackLeader) {
84
+ return noop();
85
+ }
86
+ // Find units within double the range of the leader.
87
+ const nearbyHostiles = matchAwareness
88
+ .getHostilesNearPoint(attackLeader.tile.rx, attackLeader.tile.ry, getRangeForUnit(attackLeader) * 2)
89
+ .map(({ unitId }) => gameApi.getUnitData(unitId))
90
+ .filter((unit) => !isOwnedByNeutral(unit));
91
+ for (const unit of units) {
92
+ const bestUnit = maxBy(nearbyHostiles, (target) => getAttackWeight(unit, target));
93
+ if (bestUnit) {
94
+ this.submitActionIfNew(actionBatcher, manageAttackMicro(unit, bestUnit));
95
+ this.debugLastTarget = `Unit ${bestUnit.id.toString()}`;
96
+ }
97
+ else {
98
+ this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, targetPoint));
99
+ this.debugLastTarget = `@${targetPoint.x},${targetPoint.y}`;
100
+ }
101
+ }
102
+ }
103
+ }
104
+ if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
105
+ this.lastGrab = gameApi.getCurrentTick();
106
+ return grabCombatants(mission.getCenterOfMass() ?? this.rallyArea, GRAB_RADIUS);
107
+ }
108
+ else {
109
+ return noop();
110
+ }
111
+ }
112
+ /**
113
+ * Sends an action to the acitonBatcher if and only if the action is different from the last action we submitted to it.
114
+ * Prevents spamming redundant orders, which affects performance and can also ccause the unit to sit around doing nothing.
115
+ */
116
+ submitActionIfNew(actionBatcher, action) {
117
+ const lastAction = this.lastOrderGiven[action.unitId];
118
+ if (!lastAction || !lastAction.isSameAs(action)) {
119
+ actionBatcher.push(action);
120
+ this.lastOrderGiven[action.unitId] = action;
121
+ }
122
+ }
123
+ }
124
+ //# sourceMappingURL=combatSquad.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,58 @@
1
+ import { AttackState, ObjectType, OrderType, StanceType, Vector2, ZoneType } from "@chronodivide/game-api";
2
+ import { getDistanceBetweenPoints, getDistanceBetweenUnits } from "../../map/map.js";
3
+ import { BatchableAction } from "../actionBatcher.js";
4
+ const NONCE_GI_DEPLOY = 0;
5
+ const NONCE_GI_UNDEPLOY = 1;
6
+ // Micro methods
7
+ export function manageMoveMicro(attacker, attackPoint) {
8
+ if (attacker.name === "E1") {
9
+ const isDeployed = attacker.stance === StanceType.Deployed;
10
+ if (isDeployed) {
11
+ return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected, NONCE_GI_UNDEPLOY);
12
+ }
13
+ }
14
+ return BatchableAction.toPoint(attacker.id, OrderType.AttackMove, attackPoint);
15
+ }
16
+ export function manageAttackMicro(attacker, target) {
17
+ const distance = getDistanceBetweenUnits(attacker, target);
18
+ if (attacker.name === "E1") {
19
+ // Para (deployed weapon) range is 5.
20
+ const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
21
+ const isDeployed = attacker.stance === StanceType.Deployed;
22
+ if (!isDeployed && (distance <= deployedWeaponRange || attacker.attackState === AttackState.JustFired)) {
23
+ return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected, NONCE_GI_DEPLOY);
24
+ }
25
+ else if (isDeployed && distance > deployedWeaponRange) {
26
+ return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected, NONCE_GI_UNDEPLOY);
27
+ }
28
+ }
29
+ let targetData = target;
30
+ let orderType = OrderType.Attack;
31
+ const primaryWeaponRange = attacker.primaryWeapon?.maxRange || 5;
32
+ if (targetData?.type == ObjectType.Building && distance < primaryWeaponRange * 0.8) {
33
+ orderType = OrderType.Attack;
34
+ }
35
+ else if (targetData?.rules.canDisguise) {
36
+ // Special case for mirage tank/spy as otherwise they just sit next to it.
37
+ orderType = OrderType.Attack;
38
+ }
39
+ return BatchableAction.toTargetId(attacker.id, orderType, target.id);
40
+ }
41
+ /**
42
+ *
43
+ * @param attacker
44
+ * @param target
45
+ * @returns A number describing the weight of the given target for the attacker, or null if it should not attack it.
46
+ */
47
+ export function getAttackWeight(attacker, target) {
48
+ const { rx: x, ry: y } = attacker.tile;
49
+ const { rx: hX, ry: hY } = target.tile;
50
+ if (!attacker.primaryWeapon?.projectileRules.isAntiAir && target.zone === ZoneType.Air) {
51
+ return null;
52
+ }
53
+ if (!attacker.primaryWeapon?.projectileRules.isAntiGround && target.zone === ZoneType.Ground) {
54
+ return null;
55
+ }
56
+ return 1000000 - getDistanceBetweenPoints(new Vector2(x, y), new Vector2(hX, hY));
57
+ }
58
+ //# sourceMappingURL=common.js.map
@@ -0,0 +1 @@
1
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