@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.
- package/.env.template +5 -0
- package/README.md +57 -39
- package/dist/bot/bot.js +27 -37
- package/dist/bot/bot.js.map +1 -1
- package/dist/bot/logic/awareness.js +13 -8
- package/dist/bot/logic/awareness.js.map +1 -1
- package/dist/bot/logic/awarenessImpl.js +132 -0
- package/dist/bot/logic/awarenessImpl.js.map +1 -0
- package/dist/bot/logic/building/ArtilleryUnit.js +2 -29
- package/dist/bot/logic/building/ArtilleryUnit.js.map +1 -0
- package/dist/bot/logic/building/antiAirStaticDefence.js +43 -0
- package/dist/bot/logic/building/antiAirStaticDefence.js.map +1 -0
- package/dist/bot/logic/building/antiGroundStaticDefence.js +8 -5
- package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
- package/dist/bot/logic/building/basicAirUnit.js +2 -23
- package/dist/bot/logic/building/basicAirUnit.js.map +1 -1
- package/dist/bot/logic/building/basicBuilding.js +3 -2
- package/dist/bot/logic/building/basicBuilding.js.map +1 -1
- package/dist/bot/logic/building/basicGroundUnit.js +2 -43
- package/dist/bot/logic/building/basicGroundUnit.js.map +1 -1
- package/dist/bot/logic/building/building.js +55 -11
- package/dist/bot/logic/building/building.js.map +1 -0
- package/dist/bot/logic/building/buildingRules.js +62 -50
- package/dist/bot/logic/building/buildingRules.js.map +1 -1
- package/dist/bot/logic/building/common.js +19 -0
- package/dist/bot/logic/building/common.js.map +1 -0
- package/dist/bot/logic/building/harvester.js +2 -1
- package/dist/bot/logic/building/harvester.js.map +1 -1
- package/dist/bot/logic/building/queueController.js +73 -41
- package/dist/bot/logic/building/queueController.js.map +1 -1
- package/dist/bot/logic/common/utils.js +35 -0
- package/dist/bot/logic/common/utils.js.map +1 -1
- package/dist/bot/logic/composition/alliedCompositions.js +13 -0
- package/dist/bot/logic/composition/alliedCompositions.js.map +1 -0
- package/dist/bot/logic/composition/common.js +2 -0
- package/dist/bot/logic/composition/common.js.map +1 -0
- package/dist/bot/logic/composition/sovietCompositions.js +13 -0
- package/dist/bot/logic/composition/sovietCompositions.js.map +1 -0
- package/dist/bot/logic/mission/actionBatcher.js +92 -0
- package/dist/bot/logic/mission/actionBatcher.js.map +1 -0
- package/dist/bot/logic/mission/behaviours/combatSquad.js +124 -0
- package/dist/bot/logic/mission/behaviours/combatSquad.js.map +1 -0
- package/dist/bot/logic/mission/behaviours/common.js +58 -0
- package/dist/bot/logic/mission/behaviours/common.js.map +1 -0
- package/dist/bot/logic/mission/behaviours/engineerSquad.js +39 -0
- package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +1 -0
- package/dist/bot/logic/mission/behaviours/expansionSquad.js +46 -0
- package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +1 -0
- package/dist/bot/logic/mission/behaviours/retreatSquad.js +31 -0
- package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +1 -0
- package/{src/bot/logic/squad/behaviours/scoutingSquad.ts → dist/bot/logic/mission/behaviours/scoutingSquad.js} +29 -47
- package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +1 -0
- package/dist/bot/logic/mission/mission.js +91 -19
- package/dist/bot/logic/mission/mission.js.map +1 -1
- package/dist/bot/logic/mission/missionController.js +262 -21
- package/dist/bot/logic/mission/missionController.js.map +1 -1
- package/dist/bot/logic/mission/missions/attackMission.js +159 -52
- package/dist/bot/logic/mission/missions/attackMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/basicMission.js +13 -0
- package/dist/bot/logic/mission/missions/basicMission.js.map +1 -0
- package/dist/bot/logic/mission/missions/defenceMission.js +43 -28
- package/dist/bot/logic/mission/missions/defenceMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/engineerMission.js +37 -7
- package/dist/bot/logic/mission/missions/engineerMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/expansionMission.js +42 -6
- package/dist/bot/logic/mission/missions/expansionMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/missionBehaviour.js +2 -0
- package/dist/bot/logic/mission/missions/missionBehaviour.js.map +1 -0
- package/dist/bot/logic/mission/missions/retreatMission.js +31 -5
- package/dist/bot/logic/mission/missions/retreatMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/scoutingMission.js +103 -6
- package/dist/bot/logic/mission/missions/scoutingMission.js.map +1 -1
- package/dist/bot/logic/mission/missions/squads/combatSquad.js +116 -0
- package/dist/bot/logic/mission/missions/squads/combatSquad.js.map +1 -0
- package/dist/bot/logic/mission/missions/squads/common.js +58 -0
- package/dist/bot/logic/mission/missions/squads/common.js.map +1 -0
- package/dist/bot/logic/mission/missions/squads/squad.js +2 -0
- package/dist/bot/logic/mission/missions/squads/squad.js.map +1 -0
- package/dist/bot/logic/squad/behaviours/attackSquad.js +63 -56
- package/dist/bot/logic/squad/behaviours/combatSquad.js +19 -18
- package/dist/bot/logic/squad/behaviours/combatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/common.js +2 -19
- package/dist/bot/logic/squad/behaviours/common.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/defenceSquad.js +15 -2
- package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +17 -21
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +1 -1
- package/dist/bot/logic/squad/squad.js +8 -5
- package/dist/bot/logic/squad/squad.js.map +1 -1
- package/dist/bot/logic/squad/squadBehaviour.js.map +1 -1
- package/dist/bot/logic/squad/squadController.js +3 -2
- package/dist/bot/logic/squad/squadController.js.map +1 -1
- package/dist/bot/logic/threat/threatCalculator.js +5 -5
- package/dist/bot/logic/threat/threatCalculator.js.map +1 -1
- package/dist/exampleBot.js +53 -16
- package/dist/exampleBot.js.map +1 -1
- package/package.json +5 -4
- package/src/bot/bot.ts +38 -53
- package/src/bot/logic/awareness.ts +34 -22
- package/src/bot/logic/building/antiAirStaticDefence.ts +64 -0
- package/src/bot/logic/building/antiGroundStaticDefence.ts +7 -20
- package/src/bot/logic/building/artilleryUnit.ts +2 -28
- package/src/bot/logic/building/basicAirUnit.ts +2 -33
- package/src/bot/logic/building/basicBuilding.ts +8 -6
- package/src/bot/logic/building/basicGroundUnit.ts +2 -46
- package/src/bot/logic/building/buildingRules.ts +73 -57
- package/src/bot/logic/building/common.ts +23 -0
- package/src/bot/logic/building/harvester.ts +2 -1
- package/src/bot/logic/building/queueController.ts +105 -42
- package/src/bot/logic/common/utils.ts +47 -0
- package/src/bot/logic/composition/alliedCompositions.ts +22 -0
- package/src/bot/logic/composition/common.ts +3 -0
- package/src/bot/logic/composition/sovietCompositions.ts +21 -0
- package/src/bot/logic/mission/actionBatcher.ts +124 -0
- package/src/bot/logic/mission/mission.ts +186 -37
- package/src/bot/logic/mission/missionController.ts +340 -31
- package/src/bot/logic/mission/missionFactories.ts +3 -3
- package/src/bot/logic/mission/missions/attackMission.ts +234 -56
- package/src/bot/logic/mission/missions/defenceMission.ts +72 -45
- package/src/bot/logic/mission/missions/engineerMission.ts +67 -15
- package/src/bot/logic/mission/missions/expansionMission.ts +67 -14
- package/src/bot/logic/mission/missions/retreatMission.ts +50 -6
- package/src/bot/logic/mission/missions/scoutingMission.ts +138 -14
- package/src/bot/logic/mission/missions/squads/combatSquad.ts +160 -0
- package/src/bot/logic/{squad/behaviours → mission/missions/squads}/common.ts +14 -20
- package/src/bot/logic/mission/missions/squads/squad.ts +19 -0
- package/src/bot/logic/threat/threat.ts +15 -15
- package/src/bot/logic/threat/threatCalculator.ts +10 -10
- package/src/exampleBot.ts +59 -19
- package/.prettierrc +0 -5
- package/TODO.md +0 -18
- package/dist/bot/logic/building/artilleryUnit.js.map +0 -1
- package/dist/bot/logic/building/massedAntiGroundUnit.js +0 -20
- package/dist/bot/logic/building/queues.js +0 -19
- package/dist/bot/logic/knowledge.js +0 -1
- package/dist/bot/logic/mission/basicMission.js +0 -26
- package/dist/bot/logic/mission/expansionMission.js +0 -32
- package/dist/bot/logic/squad/behaviours/squadExpansion.js +0 -31
- package/dist/bot/logic/squad/behaviours/squadScouters.js +0 -8
- package/rules.ini +0 -23126
- package/src/bot/logic/mission/missions/oneTimeMission.ts +0 -33
- package/src/bot/logic/squad/behaviours/combatSquad.ts +0 -127
- package/src/bot/logic/squad/behaviours/engineerSquad.ts +0 -53
- package/src/bot/logic/squad/behaviours/expansionSquad.ts +0 -59
- package/src/bot/logic/squad/behaviours/retreatSquad.ts +0 -44
- package/src/bot/logic/squad/squad.ts +0 -159
- package/src/bot/logic/squad/squadBehaviour.ts +0 -62
- package/src/bot/logic/squad/squadBehaviours.ts +0 -8
- package/src/bot/logic/squad/squadController.ts +0 -254
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@@ -26,34 +26,43 @@ export const queueTypeToName = (queue) => {
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return "Unknown";
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}
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};
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const DEBUG_BUILD_QUEUES = true;
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export class QueueController {
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constructor() {
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constructor() {
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this.queueStates = [];
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}
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onAiUpdate(game, productionApi, actionsApi, playerData, threatCache, unitTypeRequests, logger) {
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this.queueStates = QUEUES.map((queueType) => {
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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;
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return {
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queue: queueType,
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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,
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};
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})
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.map((decision) => decision.
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});
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const totalWeightAcrossQueues = this.queueStates
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.map((decision) => decision.topItem?.priority)
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.reduce((pV, cV) => pV + cV, 0);
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.map((decision) => decision.
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const totalCostAcrossQueues = this.queueStates
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.map((decision) => decision.topItem?.unit.cost)
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.reduce((pV, cV) => pV + cV, 0);
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this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.
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this.queueStates.forEach((decision) => {
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this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.topItem, totalWeightAcrossQueues, totalCostAcrossQueues, logger);
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});
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// Repair is simple - just repair everything that's damaged.
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if (playerData.credits > 0) {
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game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
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const unit = game.getUnitData(unitId);
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if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
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return;
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}
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if (unit.hitPoints < unit.maxHitPoints) {
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actionsApi.toggleRepairWrench(unitId);
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}
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});
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}
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updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, queueType, decision, totalWeightAcrossQueues, totalCostAcrossQueues, logger) {
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const myCredits = playerData.credits;
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// Consider placing it.
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const objectReady = queueData.items[0].rules;
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if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
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logger(`Complete ${queueTypeToName(queueType)}: ${objectReady.name}`);
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let location = this.getBestLocationForStructure(game, playerData, objectReady);
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if (location !== undefined) {
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logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${location.ry}`);
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actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
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}
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else {
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logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
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}
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}
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}
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else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
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// Consider cancelling if something else is significantly higher priority than what is currently being produced.
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const currentProduction = queueData.items[0].rules;
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if (decision.unit != currentProduction) {
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let currentItemPriority = this.getPriorityForBuildingOption(
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let currentItemPriority = this.getPriorityForBuildingOption(currentProduction, game, playerData, threatCache);
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let newItemPriority = decision.priority;
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logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${
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actionsApi.unqueueFromProduction(queueData.type,
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logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${decision.unit.name} has 2x higher priority.`);
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actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
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}
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}
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else {
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}
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}
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getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger) {
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let priorityQueue = [];
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const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
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// Get the higher of the dynamic and the mission priority for the unit.
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const actualPriority = Math.max(calculatedPriority, unitTypeRequests.get(option.name) ?? calculatedPriority);
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if (actualPriority > 0) {
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priorityQueue.push({ unit: option, priority: actualPriority });
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}
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return priorityQueue.pop();
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priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
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return priorityQueue;
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}
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getPriorityForBuildingOption(option, game, playerStatus, threatCache) {
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if (BUILDING_NAME_TO_RULES.has(option.name)) {
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return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
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}
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}
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getGlobalDebugText(gameApi, productionApi) {
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const productionState = QUEUES.reduce((prev, queueType) => {
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return prev;
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}
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const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
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return (prev +
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" [" +
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queueTypeToName(queueType) +
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(paused ? " PAUSED" : "") +
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": " +
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productionApi
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.getQueueData(queueType)
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.items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
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"]");
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}, "");
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const queueStates = this.queueStates
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.filter((queueState) => queueState.items.length > 0)
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.map((queueState) => {
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const queueString = queueState.items
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.map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
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.join(", ");
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return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
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})
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.join("");
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return `Production: ${productionState}\n${queueStates}`;
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}
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}
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//# sourceMappingURL=queueController.js.map
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{"version":3,"file":"queueController.js","sourceRoot":"","sources":["../../../../src/bot/logic/building/queueController.ts"],"names":[],"mappings":"AAAA,OAAO,EAKH,WAAW,EACX,SAAS,GAEZ,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EAEH,sBAAsB,EACtB,yBAAyB,EACzB,2BAA2B,GAC9B,MAAM,oBAAoB,CAAC;
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{"version":3,"file":"queueController.js","sourceRoot":"","sources":["../../../../src/bot/logic/building/queueController.ts"],"names":[],"mappings":"AAAA,OAAO,EAKH,WAAW,EACX,SAAS,GAEZ,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EAEH,sBAAsB,EACtB,yBAAyB,EACzB,2BAA2B,GAC9B,MAAM,oBAAoB,CAAC;AAG5B,MAAM,CAAC,MAAM,MAAM,GAAG;IAClB,SAAS,CAAC,UAAU;IACpB,SAAS,CAAC,MAAM;IAChB,SAAS,CAAC,QAAQ;IAClB,SAAS,CAAC,QAAQ;IAClB,SAAS,CAAC,SAAS;IACnB,SAAS,CAAC,KAAK;CAClB,CAAC;AAEF,MAAM,CAAC,MAAM,eAAe,GAAG,CAAC,KAAgB,EAAE,EAAE;IAChD,QAAQ,KAAK,EAAE;QACX,KAAK,SAAS,CAAC,UAAU;YACrB,OAAO,YAAY,CAAC;QACxB,KAAK,SAAS,CAAC,MAAM;YACjB,OAAO,QAAQ,CAAC;QACpB,KAAK,SAAS,CAAC,QAAQ;YACnB,OAAO,UAAU,CAAC;QACtB,KAAK,SAAS,CAAC,QAAQ;YACnB,OAAO,UAAU,CAAC;QACtB,KAAK,SAAS,CAAC,SAAS;YACpB,OAAO,WAAW,CAAC;QACvB,KAAK,SAAS,CAAC,KAAK;YAChB,OAAO,OAAO,CAAC;QACnB;YACI,OAAO,SAAS,CAAC;KACxB;AACL,CAAC,CAAC;AASF,MAAM,OAAO,eAAe;IAGxB;QAFQ,gBAAW,GAAiB,EAAE,CAAC;IAExB,CAAC;IAET,UAAU,CACb,IAAa,EACb,aAA4B,EAC5B,UAAsB,EACtB,UAAsB,EACtB,WAAgC,EAChC,gBAAqC,EACrC,MAAiC;QAEjC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,SAAS,EAAE,EAAE;YACxC,MAAM,OAAO,GAAG,aAAa,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC;YAC7D,MAAM,KAAK,GAAG,IAAI,CAAC,+BAA+B,CAC9C,IAAI,EACJ,OAAO,EACP,WAAW,EACX,UAAU,EACV,gBAAgB,EAChB,MAAM,CACT,CAAC;YACF,MAAM,OAAO,GAAG,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;YACvE,OAAO;gBACH,KAAK,EAAE,SAAS;gBAChB,KAAK;gBACL,kDAAkD;gBAClD,OAAO,EAAE,OAAO,IAAI,OAAO,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;aACjE,CAAC;QACN,CAAC,CAAC,CAAC;QACH,MAAM,uBAAuB,GAAG,IAAI,CAAC,WAAW;aAC3C,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,QAAS,CAAC;aAC9C,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC,CAAC;QACpC,MAAM,qBAAqB,GAAG,IAAI,CAAC,WAAW;aACzC,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,OAAO,EAAE,IAAI,CAAC,IAAK,CAAC;aAC/C,MAAM,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC,CAAC;QAEpC,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,QAAQ,EAAE,EAAE;YAClC,IAAI,CAAC,gBAAgB,CACjB,IAAI,EACJ,aAAa,EACb,UAAU,EACV,UAAU,EACV,WAAW,EACX,QAAQ,CAAC,KAAK,EACd,QAAQ,CAAC,OAAO,EAChB,uBAAuB,EACvB,qBAAqB,EACrB,MAAM,CACT,CAAC;QACN,CAAC,CAAC,CAAC;QAEH,4DAA4D;QAC5D,IAAI,UAAU,CAAC,OAAO,GAAG,CAAC,EAAE;YACxB,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;gBAClF,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;gBACtC,IAAI,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,eAAe,EAAE;oBACxE,OAAO;iBACV;gBACD,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE;oBACpC,UAAU,CAAC,kBAAkB,CAAC,MAAM,CAAC,CAAC;iBACzC;YACL,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IAEO,gBAAgB,CACpB,IAAa,EACb,aAA4B,EAC5B,UAAsB,EACtB,UAAsB,EACtB,WAAgC,EAChC,SAAoB,EACpB,QAA6C,EAC7C,uBAA+B,EAC/B,qBAA6B,EAC7B,MAAiC;QAEjC,MAAM,SAAS,GAAG,UAAU,CAAC,OAAO,CAAC;QAErC,MAAM,SAAS,GAAG,aAAa,CAAC,YAAY,CAAC,SAAS,CAAC,CAAC;QACxD,IAAI,SAAS,CAAC,MAAM,IAAI,WAAW,CAAC,IAAI,EAAE;YACtC,mCAAmC;YACnC,IAAI,QAAQ,KAAK,SAAS,EAAE;gBACxB,MAAM,CAAC,aAAa,eAAe,CAAC,SAAS,CAAC,MAAM,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC;gBAC1E,UAAU,CAAC,kBAAkB,CAAC,SAAS,EAAE,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;aACvF;SACJ;aAAM,IAAI,SAAS,CAAC,MAAM,IAAI,WAAW,CAAC,KAAK,IAAI,SAAS,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE;YAC5E,uBAAuB;YACvB,MAAM,WAAW,GAAgB,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;YAC1D,IAAI,SAAS,IAAI,SAAS,CAAC,UAAU,IAAI,SAAS,IAAI,SAAS,CAAC,MAAM,EAAE;gBACpE,IAAI,QAAQ,GAA2C,IAAI,CAAC,2BAA2B,CACnF,IAAI,EACJ,UAAU,EACV,WAAW,CACd,CAAC;gBACF,IAAI,QAAQ,KAAK,SAAS,EAAE;oBACxB,MAAM,CACF,cAAc,eAAe,CAAC,SAAS,CAAC,KAAK,WAAW,CAAC,IAAI,gBAAgB,QAAQ,CAAC,EAAE,IACpF,QAAQ,CAAC,EACb,EAAE,CACL,CAAC;oBACF,UAAU,CAAC,aAAa,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,EAAE,EAAE,QAAQ,CAAC,EAAE,CAAC,CAAC;iBACxE;qBAAM;oBACH,MAAM,CAAC,cAAc,eAAe,CAAC,SAAS,CAAC,KAAK,WAAW,CAAC,IAAI,0BAA0B,CAAC,CAAC;iBACnG;aACJ;SACJ;aAAM,IAAI,SAAS,CAAC,MAAM,IAAI,WAAW,CAAC,MAAM,IAAI,SAAS,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC,IAAI,QAAQ,IAAI,IAAI,EAAE;YACjG,gHAAgH;YAChH,MAAM,iBAAiB,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;YACnD,IAAI,QAAQ,CAAC,IAAI,IAAI,iBAAiB,EAAE;gBACpC,qBAAqB;gBACrB,IAAI,mBAAmB,GAAG,IAAI,CAAC,4BAA4B,CACvD,iBAAiB,EACjB,IAAI,EACJ,UAAU,EACV,WAAW,CACd,CAAC;gBACF,IAAI,eAAe,GAAG,QAAQ,CAAC,QAAQ,CAAC;gBACxC,IAAI,eAAe,GAAG,mBAAmB,GAAG,CAAC,EAAE;oBAC3C,MAAM,CACF,oBAAoB,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,iBAAiB,CAAC,IAAI,YAC9E,QAAQ,CAAC,IAAI,CAAC,IAClB,0BAA0B,CAC7B,CAAC;oBACF,UAAU,CAAC,qBAAqB,CAAC,SAAS,CAAC,IAAI,EAAE,iBAAiB,CAAC,IAAI,EAAE,iBAAiB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;iBACvG;aACJ;iBAAM;gBACH,4EAA4E;gBAC5E,IAAI,qBAAqB,GAAG,SAAS,IAAI,QAAQ,CAAC,QAAQ,GAAG,uBAAuB,GAAG,IAAI,EAAE;oBACzF,MAAM,CACF,iBAAiB,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,2BAC5C,QAAQ,CAAC,QACb,IAAI,uBAAuB,GAAG,CACjC,CAAC;oBACF,UAAU,CAAC,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;iBAC9C;aACJ;SACJ;aAAM,IAAI,SAAS,CAAC,MAAM,IAAI,WAAW,CAAC,MAAM,EAAE;YAC/C,wEAAwE;YACxE,IAAI,SAAS,IAAI,qBAAqB,EAAE;gBACpC,MAAM,CAAC,kBAAkB,eAAe,CAAC,SAAS,CAAC,IAAI,CAAC,2BAA2B,CAAC,CAAC;gBACrF,UAAU,CA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@@ -1,3 +1,9 @@
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1
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+
const SOVIET_COUNTRY_NAMES = ["Africans", "Arabs", "Confederation", "Russians"];
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2
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+
export const isSoviet = (countryName) => SOVIET_COUNTRY_NAMES.includes(countryName);
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3
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+
export const isOwnedByNeutral = (unitData) => unitData?.owner === "@@NEUTRAL@@";
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4
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+
// Return if the given unit would have .isSelectableCombatant = true.
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5
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+
// Usable on GameObjectData (which is faster to get than TechnoRules)
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6
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export const isSelectableCombatant = (rules) => !!rules?.rules?.isSelectableCombatant;
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1
7
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// Thanks use-strict!
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2
8
|
export function formatTimeDuration(timeSeconds, skipZeroHours = false) {
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3
9
|
let h = Math.floor(timeSeconds / 3600);
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@@ -11,6 +17,22 @@ export function pad(n, format = "0000") {
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11
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let str = "" + n;
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12
18
|
return format.substring(0, format.length - str.length) + str;
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13
19
|
}
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20
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// So we don't need lodash
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21
|
+
export function minBy(array, predicate) {
|
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22
|
+
if (array.length === 0) {
|
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23
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+
return null;
|
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24
|
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}
|
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25
|
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let minIdx = 0;
|
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26
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let minVal = predicate(array[0]);
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27
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+
for (let i = 1; i < array.length; ++i) {
|
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28
|
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const newVal = predicate(array[i]);
|
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29
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+
if (minVal === null || (newVal !== null && newVal < minVal)) {
|
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30
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minIdx = i;
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31
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minVal = newVal;
|
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32
|
+
}
|
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33
|
+
}
|
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34
|
+
return array[minIdx];
|
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35
|
+
}
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14
36
|
export function maxBy(array, predicate) {
|
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15
37
|
if (array.length === 0) {
|
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16
38
|
return null;
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@@ -48,4 +70,17 @@ export function countBy(array, predicate) {
|
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48
70
|
return prev;
|
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49
71
|
}, {});
|
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50
72
|
}
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73
|
+
export function groupBy(array, predicate) {
|
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74
|
+
return array.reduce((prev, newVal) => {
|
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75
|
+
const val = predicate(newVal);
|
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76
|
+
if (val === undefined) {
|
|
77
|
+
return prev;
|
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78
|
+
}
|
|
79
|
+
if (!prev.hasOwnProperty(val)) {
|
|
80
|
+
prev[val] = [];
|
|
81
|
+
}
|
|
82
|
+
prev[val].push(newVal);
|
|
83
|
+
return prev;
|
|
84
|
+
}, {});
|
|
85
|
+
}
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51
86
|
//# sourceMappingURL=utils.js.map
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@@ -1 +1 @@
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|
1
|
-
{"version":3,"file":"utils.js","sourceRoot":"","sources":["../../../../src/bot/logic/common/utils.ts"],"names":[],"mappings":"
|
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1
|
+
{"version":3,"file":"utils.js","sourceRoot":"","sources":["../../../../src/bot/logic/common/utils.ts"],"names":[],"mappings":"AAIA,MAAM,oBAAoB,GAAG,CAAC,UAAU,EAAE,OAAO,EAAE,eAAe,EAAE,UAAU,CAAC,CAAC;AAEhF,MAAM,CAAC,MAAM,QAAQ,GAAG,CAAC,WAAmB,EAAE,EAAE,CAAC,oBAAoB,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;AAE5F,MAAM,CAAC,MAAM,gBAAgB,GAAG,CAAC,QAA8B,EAAE,EAAE,CAAC,QAAQ,EAAE,KAAK,KAAK,aAAa,CAAC;AAEtG,qEAAqE;AACrE,qEAAqE;AACrE,MAAM,CAAC,MAAM,qBAAqB,GAAG,CAAC,KAAiC,EAAE,EAAE,CACvE,CAAC,CAAE,KAAK,EAAE,KAAa,EAAE,qBAAqB,CAAC;AAEnD,qBAAqB;AACrB,MAAM,UAAU,kBAAkB,CAAC,WAAmB,EAAE,aAAa,GAAG,KAAK;IACzE,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,GAAG,IAAI,CAAC,CAAC;IACvC,WAAW,IAAI,CAAC,GAAG,IAAI,CAAC;IACxB,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC;IACrC,WAAW,IAAI,CAAC,GAAG,EAAE,CAAC;IACtB,IAAI,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;IAEhC,OAAO,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;AACvF,CAAC;AAED,MAAM,UAAU,GAAG,CAAC,CAAM,EAAE,MAAM,GAAG,MAAM;IACvC,IAAI,GAAG,GAAG,EAAE,GAAG,CAAC,CAAC;IACjB,OAAO,MAAM,CAAC,SAAS,CAAC,CAAC,EAAE,MAAM,CAAC,MAAM,GAAG,GAAG,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC;AACjE,CAAC;AAED,0BAA0B;AAC1B,MAAM,UAAU,KAAK,CAAI,KAAU,EAAE,SAAoC;IACrE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE;QACpB,OAAO,IAAI,CAAC;KACf;IACD,IAAI,MAAM,GAAG,CAAC,CAAC;IACf,IAAI,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;IACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;QACnC,MAAM,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QACnC,IAAI,MAAM,KAAK,IAAI,IAAI,CAAC,MAAM,KAAK,IAAI,IAAI,MAAM,GAAG,MAAM,CAAC,EAAE;YACzD,MAAM,GAAG,CAAC,CAAC;YACX,MAAM,GAAG,MAAM,CAAC;SACnB;KACJ;IACD,OAAO,KAAK,CAAC,MAAM,CAAC,CAAC;AACzB,CAAC;AAED,MAAM,UAAU,KAAK,CAAI,KAAU,EAAE,SAAoC;IACrE,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE;QACpB,OAAO,IAAI,CAAC;KACf;IACD,IAAI,MAAM,GAAG,CAAC,CAAC;IACf,IAAI,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;IACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC,EAAE;QACnC,MAAM,MAAM,GAAG,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QACnC,IAAI,MAAM,KAAK,IAAI,IAAI,CAAC,MAAM,KAAK,IAAI,IAAI,MAAM,GAAG,MAAM,CAAC,EAAE;YACzD,MAAM,GAAG,CAAC,CAAC;YACX,MAAM,GAAG,MAAM,CAAC;SACnB;KACJ;IACD,OAAO,KAAK,CAAC,MAAM,CAAC,CAAC;AACzB,CAAC;AAED,MAAM,UAAU,MAAM,CAAI,KAAU,EAAE,SAAsC;IACxE,OAAO,MAAM,CAAC,MAAM,CAChB,KAAK,CAAC,MAAM,CACR,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE;QACb,MAAM,GAAG,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;QAC9B,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;YACZ,IAAI,CAAC,GAAG,CAAC,GAAG,MAAM,CAAC;SACtB;QACD,OAAO,IAAI,CAAC;IAChB,CAAC,EACD,EAAuB,CAC1B,CACJ,CAAC;AACN,CAAC;AAED,MAAM,UAAU,OAAO,CAAI,KAAU,EAAE,SAAyC;IAC5E,OAAO,KAAK,CAAC,MAAM,CACf,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE;QACb,MAAM,GAAG,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;QAC9B,IAAI,GAAG,KAAK,SAAS,EAAE;YACnB,OAAO,IAAI,CAAC;SACf;QACD,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;YACZ,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;SACjB;QACD,IAAI,CAAC,GAAG,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAC1B,OAAO,IAAI,CAAC;IAChB,CAAC,EACD,EAA4B,CAC/B,CAAC;AACN,CAAC;AAED,MAAM,UAAU,OAAO,CAAsB,KAAU,EAAE,SAAwB;IAC7E,OAAO,KAAK,CAAC,MAAM,CACf,CAAC,IAAI,EAAE,MAAM,EAAE,EAAE;QACb,MAAM,GAAG,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;QAC9B,IAAI,GAAG,KAAK,SAAS,EAAE;YACnB,OAAO,IAAI,CAAC;SACf;QACD,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,EAAE;YAC3B,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC;SAClB;QACD,IAAI,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvB,OAAO,IAAI,CAAC;IAChB,CAAC,EACD,EAAoB,CACvB,CAAC;AACN,CAAC"}
|
|
@@ -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 @@
|
|
|
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
|
+
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@@ -0,0 +1,124 @@
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1
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+
import { GameMath, MovementZone, } from "@chronodivide/game-api";
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2
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+
import { getAttackWeight, manageAttackMicro, manageMoveMicro } from "./common.js";
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3
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+
import { isOwnedByNeutral, maxBy, minBy } from "../../common/utils.js";
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4
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+
import { grabCombatants, noop } from "../mission.js";
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5
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+
const TARGET_UPDATE_INTERVAL_TICKS = 10;
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6
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+
const GRAB_INTERVAL_TICKS = 64;
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7
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+
const GRAB_RADIUS = 20;
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8
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+
// Units must be in a certain radius of the center of mass before attacking.
|
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9
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+
// This scales for number of units in the squad though.
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10
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+
const MIN_GATHER_RADIUS = 5;
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11
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+
// If the radius expands beyond this amount then we should switch back to gathering mode.
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12
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+
const MAX_GATHER_RADIUS = 15;
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13
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+
const GATHER_RATIO = 10;
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14
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+
var SquadState;
|
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15
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+
(function (SquadState) {
|
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16
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+
SquadState[SquadState["Gathering"] = 0] = "Gathering";
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17
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+
SquadState[SquadState["Attacking"] = 1] = "Attacking";
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18
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+
})(SquadState || (SquadState = {}));
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19
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+
export class CombatSquad {
|
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20
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+
/**
|
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21
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+
*
|
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22
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+
* @param rallyArea the initial location to grab combatants
|
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23
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+
* @param targetArea
|
|
24
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+
* @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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|