@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
@@ -0,0 +1,116 @@
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 { noop } from "../../mission.js";
5
+ const TARGET_UPDATE_INTERVAL_TICKS = 10;
6
+ // Units must be in a certain radius of the center of mass before attacking.
7
+ // This scales for number of units in the squad though.
8
+ const MIN_GATHER_RADIUS = 5;
9
+ // If the radius expands beyond this amount then we should switch back to gathering mode.
10
+ const MAX_GATHER_RADIUS = 15;
11
+ const GATHER_RATIO = 10;
12
+ const ATTACK_SCAN_AREA = 15;
13
+ var SquadState;
14
+ (function (SquadState) {
15
+ SquadState[SquadState["Gathering"] = 0] = "Gathering";
16
+ SquadState[SquadState["Attacking"] = 1] = "Attacking";
17
+ })(SquadState || (SquadState = {}));
18
+ export class CombatSquad {
19
+ /**
20
+ *
21
+ * @param rallyArea the initial location to grab combatants
22
+ * @param targetArea
23
+ * @param radius
24
+ */
25
+ constructor(rallyArea, targetArea, radius) {
26
+ this.rallyArea = rallyArea;
27
+ this.targetArea = targetArea;
28
+ this.radius = radius;
29
+ this.lastCommand = null;
30
+ this.state = SquadState.Gathering;
31
+ this.lastOrderGiven = {};
32
+ }
33
+ getGlobalDebugText() {
34
+ return this.debugLastTarget ?? "<none>";
35
+ }
36
+ setAttackArea(targetArea) {
37
+ this.targetArea = targetArea;
38
+ }
39
+ onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness, logger) {
40
+ if (mission.getUnitIds().length > 0 &&
41
+ (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
42
+ this.lastCommand = gameApi.getCurrentTick();
43
+ const centerOfMass = mission.getCenterOfMass();
44
+ const maxDistance = mission.getMaxDistanceToCenterOfMass();
45
+ const units = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
46
+ // Only use ground units for center of mass.
47
+ const groundUnits = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
48
+ (r.rules.movementZone === MovementZone.Infantry ||
49
+ r.rules.movementZone === MovementZone.Normal ||
50
+ r.rules.movementZone === MovementZone.InfantryDestroyer));
51
+ if (this.state === SquadState.Gathering) {
52
+ const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
53
+ if (centerOfMass &&
54
+ maxDistance &&
55
+ gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
56
+ maxDistance > requiredGatherRadius) {
57
+ units.forEach((unit) => {
58
+ this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, centerOfMass));
59
+ });
60
+ }
61
+ else {
62
+ logger(`CombatSquad ${mission.getUniqueName()} switching back to attack mode (${maxDistance})`);
63
+ this.state = SquadState.Attacking;
64
+ }
65
+ }
66
+ else {
67
+ const targetPoint = this.targetArea || playerData.startLocation;
68
+ const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
69
+ if (centerOfMass &&
70
+ maxDistance &&
71
+ gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
72
+ maxDistance > requiredGatherRadius) {
73
+ // Switch back to gather mode
74
+ logger(`CombatSquad ${mission.getUniqueName()} switching back to gather (${maxDistance})`);
75
+ this.state = SquadState.Gathering;
76
+ return noop();
77
+ }
78
+ // The unit with the shortest range chooses the target. Otherwise, a base range of 5 is chosen.
79
+ const getRangeForUnit = (unit) => unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
80
+ const attackLeader = minBy(units, getRangeForUnit);
81
+ if (!attackLeader) {
82
+ return noop();
83
+ }
84
+ // Find units within double the range of the leader.
85
+ const nearbyHostiles = matchAwareness
86
+ .getHostilesNearPoint(attackLeader.tile.rx, attackLeader.tile.ry, ATTACK_SCAN_AREA)
87
+ .map(({ unitId }) => gameApi.getUnitData(unitId))
88
+ .filter((unit) => !isOwnedByNeutral(unit));
89
+ for (const unit of units) {
90
+ const bestUnit = maxBy(nearbyHostiles, (target) => getAttackWeight(unit, target));
91
+ if (bestUnit) {
92
+ this.submitActionIfNew(actionBatcher, manageAttackMicro(unit, bestUnit));
93
+ this.debugLastTarget = `Unit ${bestUnit.id.toString()}`;
94
+ }
95
+ else {
96
+ this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, targetPoint));
97
+ this.debugLastTarget = `@${targetPoint.x},${targetPoint.y}`;
98
+ }
99
+ }
100
+ }
101
+ }
102
+ return noop();
103
+ }
104
+ /**
105
+ * Sends an action to the acitonBatcher if and only if the action is different from the last action we submitted to it.
106
+ * Prevents spamming redundant orders, which affects performance and can also ccause the unit to sit around doing nothing.
107
+ */
108
+ submitActionIfNew(actionBatcher, action) {
109
+ const lastAction = this.lastOrderGiven[action.unitId];
110
+ if (!lastAction || !lastAction.isSameAs(action)) {
111
+ actionBatcher.push(action);
112
+ this.lastOrderGiven[action.unitId] = action;
113
+ }
114
+ }
115
+ }
116
+ //# sourceMappingURL=combatSquad.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"combatSquad.js","sourceRoot":"","sources":["../../../../../../src/bot/logic/mission/missions/squads/combatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAIH,QAAQ,EACR,YAAY,GAIf,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EAAE,eAAe,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAClF,OAAO,EAAe,gBAAgB,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAGvF,OAAO,EAA0C,IAAI,EAAE,MAAM,kBAAkB,CAAC;AAEhF,MAAM,4BAA4B,GAAG,EAAE,CAAC;AAExC,4EAA4E;AAC5E,uDAAuD;AACvD,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAE5B,yFAAyF;AACzF,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAE7B,MAAM,YAAY,GAAG,EAAE,CAAC;AAExB,MAAM,gBAAgB,GAAG,EAAE,CAAC;AAE5B,IAAK,UAGJ;AAHD,WAAK,UAAU;IACX,qDAAS,CAAA;IACT,qDAAS,CAAA;AACb,CAAC,EAHI,UAAU,KAAV,UAAU,QAGd;AAED,MAAM,OAAO,WAAW;IAQpB;;;;;OAKG;IACH,YACY,SAAkB,EAClB,UAAmB,EACnB,MAAc;QAFd,cAAS,GAAT,SAAS,CAAS;QAClB,eAAU,GAAV,UAAU,CAAS;QACnB,WAAM,GAAN,MAAM,CAAQ;QAhBlB,gBAAW,GAAkB,IAAI,CAAC;QAClC,UAAK,GAAG,UAAU,CAAC,SAAS,CAAC;QAI7B,mBAAc,GAA0C,EAAE,CAAC;IAYhE,CAAC;IAEG,kBAAkB;QACrB,OAAO,IAAI,CAAC,eAAe,IAAI,QAAQ,CAAC;IAC5C,CAAC;IAEM,aAAa,CAAC,UAAmB;QACpC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IACjC,CAAC;IAEM,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,aAA4B,EAC5B,UAAsB,EACtB,OAAqB,EACrB,cAA8B,EAC9B,MAAmB;QAEnB,IACI,OAAO,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC;YAC/B,CAAC,CAAC,IAAI,CAAC,WAAW,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,4BAA4B,CAAC,EACnG;YACE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;YAC5C,MAAM,YAAY,GAAG,OAAO,CAAC,eAAe,EAAE,CAAC;YAC/C,MAAM,WAAW,GAAG,OAAO,CAAC,4BAA4B,EAAE,CAAC;YAC3D,MAAM,KAAK,GAAG,OAAO,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC;YAEtF,4CAA4C;YAC5C,MAAM,WAAW,GAAG,OAAO,CAAC,gBAAgB,CACxC,OAAO,EACP,CAAC,CAAC,EAAE,EAAE,CACF,CAAC,CAAC,KAAK,CAAC,qBAAqB;gBAC7B,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,QAAQ;oBAC3C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,MAAM;oBAC5C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,iBAAiB,CAAC,CACnE,CAAC;YAEF,IAAI,IAAI,CAAC,KAAK,KAAK,UAAU,CAAC,SAAS,EAAE;gBACrC,MAAM,oBAAoB,GAAG,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAClG,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;wBACnB,IAAI,CAAC,iBAAiB,CAAC,aAAa,EAAE,eAAe,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC;oBAC/E,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,MAAM,CAAC,eAAe,OAAO,CAAC,aAAa,EAAE,mCAAmC,WAAW,GAAG,CAAC,CAAC;oBAChG,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;iBACrC;aACJ;iBAAM;gBACH,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,IAAI,UAAU,CAAC,aAAa,CAAC;gBAChE,MAAM,oBAAoB,GAAG,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAClG,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,6BAA6B;oBAC7B,MAAM,CAAC,eAAe,OAAO,CAAC,aAAa,EAAE,8BAA8B,WAAW,GAAG,CAAC,CAAC;oBAC3F,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;oBAClC,OAAO,IAAI,EAAE,CAAC;iBACjB;gBACD,+FAA+F;gBAC/F,MAAM,eAAe,GAAG,CAAC,IAAc,EAAE,EAAE,CACvC,IAAI,CAAC,aAAa,EAAE,QAAQ,IAAI,IAAI,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;gBACxE,MAAM,YAAY,GAAG,KAAK,CAAC,KAAK,EAAE,eAAe,CAAC,CAAC;gBACnD,IAAI,CAAC,YAAY,EAAE;oBACf,OAAO,IAAI,EAAE,CAAC;iBACjB;gBACD,oDAAoD;gBACpD,MAAM,cAAc,GAAG,cAAc;qBAChC,oBAAoB,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,EAAE,YAAY,CAAC,IAAI,CAAC,EAAE,EAAE,gBAAgB,CAAC;qBAClF,GAAG,CAAC,CAAC,EAAE,MAAM,EAAE,EAAE,EAAE,CAAC,OAAO,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;qBAChD,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAe,CAAC;gBAE7D,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE;oBACtB,MAAM,QAAQ,GAAG,KAAK,CAAC,cAAc,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,eAAe,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,CAAC;oBAClF,IAAI,QAAQ,EAAE;wBACV,IAAI,CAAC,iBAAiB,CAAC,aAAa,EAAE,iBAAiB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC,CAAC;wBACzE,IAAI,CAAC,eAAe,GAAG,QAAQ,QAAQ,CAAC,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC;qBAC3D;yBAAM;wBACH,IAAI,CAAC,iBAAiB,CAAC,aAAa,EAAE,eAAe,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC,CAAC;wBAC1E,IAAI,CAAC,eAAe,GAAG,IAAI,WAAW,CAAC,CAAC,IAAI,WAAW,CAAC,CAAC,EAAE,CAAC;qBAC/D;iBACJ;aACJ;SACJ;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;IAED;;;OAGG;IACK,iBAAiB,CAAC,aAA4B,EAAE,MAAuB;QAC3E,MAAM,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;QACtD,IAAI,CAAC,UAAU,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE;YAC7C,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;YAC3B,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,MAAM,CAAC,GAAG,MAAM,CAAC;SAC/C;IACL,CAAC;CACJ"}
@@ -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
+ {"version":3,"file":"common.js","sourceRoot":"","sources":["../../../../../../src/bot/logic/mission/missions/squads/common.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,SAAS,EAAE,UAAU,EAAY,OAAO,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AACrH,OAAO,EAAE,wBAAwB,EAAE,uBAAuB,EAAE,MAAM,qBAAqB,CAAC;AACxF,OAAO,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAEzD,MAAM,eAAe,GAAG,CAAC,CAAC;AAC1B,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAE5B,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,QAAkB,EAAE,WAAoB;IACpE,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,UAAU,EAAE;YACZ,OAAO,eAAe,CAAC,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,CAAC,cAAc,EAAE,iBAAiB,CAAC,CAAC;SAC7F;KACJ;IAED,OAAO,eAAe,CAAC,OAAO,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,CAAC,UAAU,EAAE,WAAW,CAAC,CAAC;AACnF,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,QAAkB,EAAE,MAAgB;IAClE,MAAM,QAAQ,GAAG,uBAAuB,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;IAC3D,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,qCAAqC;QACrC,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;QACpE,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ,IAAI,mBAAmB,IAAI,QAAQ,CAAC,WAAW,KAAK,WAAW,CAAC,SAAS,CAAC,EAAE;YACpG,OAAO,eAAe,CAAC,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,CAAC,cAAc,EAAE,eAAe,CAAC,CAAC;SAC3F;aAAM,IAAI,UAAU,IAAI,QAAQ,GAAG,mBAAmB,EAAE;YACrD,OAAO,eAAe,CAAC,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,CAAC,cAAc,EAAE,iBAAiB,CAAC,CAAC;SAC7F;KACJ;IACD,IAAI,UAAU,GAAG,MAAM,CAAC;IACxB,IAAI,SAAS,GAAc,SAAS,CAAC,MAAM,CAAC;IAC5C,MAAM,kBAAkB,GAAG,QAAQ,CAAC,aAAa,EAAE,QAAQ,IAAI,CAAC,CAAC;IACjE,IAAI,UAAU,EAAE,IAAI,IAAI,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,kBAAkB,GAAG,GAAG,EAAE;QAChF,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;SAAM,IAAI,UAAU,EAAE,KAAK,CAAC,WAAW,EAAE;QACtC,0EAA0E;QAC1E,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;IACD,OAAO,eAAe,CAAC,UAAU,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC;AACzE,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,eAAe,CAAC,QAAkB,EAAE,MAAgB;IAChE,MAAM,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC;IACvC,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,MAAM,CAAC,IAAI,CAAC;IAEvC,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,eAAe,CAAC,SAAS,IAAI,MAAM,CAAC,IAAI,KAAK,QAAQ,CAAC,GAAG,EAAE;QACpF,OAAO,IAAI,CAAC;KACf;IAED,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,eAAe,CAAC,YAAY,IAAI,MAAM,CAAC,IAAI,KAAK,QAAQ,CAAC,MAAM,EAAE;QAC1F,OAAO,IAAI,CAAC;KACf;IAED,OAAO,OAAO,GAAG,wBAAwB,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;AACtF,CAAC"}
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=squad.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"squad.js","sourceRoot":"","sources":["../../../../../../src/bot/logic/mission/missions/squads/squad.ts"],"names":[],"mappings":""}
@@ -1,75 +1,45 @@
1
1
  import _ from "lodash";
2
- import { MovementZone } from "@chronodivide/game-api";
2
+ import { ObjectType, OrderType, } from "@chronodivide/game-api";
3
3
  import { grabCombatants, noop } from "../squadBehaviour.js";
4
- import { getDistanceBetweenPoints } from "../../map/map.js";
5
- import { manageAttackMicro, manageMoveMicro } from "./common.js";
6
- const TARGET_UPDATE_INTERVAL_TICKS = 10;
4
+ import { getDistanceBetweenPoints, getDistanceBetweenUnits } from "../../map/map.js";
5
+ // If no enemies are seen in a circle IDLE_CHECK_RADIUS*radius for IDLE_COOLDOWN_TICKS ticks, the mission is disbanded.
6
+ const IDLE_CHECK_RADIUS_RATIO = 2;
7
+ const IDLE_COOLDOWN_TICKS = 15 * 30;
8
+ const TARGET_UPDATE_INTERVAL_TICKS = 4;
7
9
  const GRAB_INTERVAL_TICKS = 10;
8
10
  const GRAB_RADIUS = 30;
9
- // Units must be in a certain radius of the center of mass before attacking.
10
- // This scales for number of units in the squad though.
11
- const MIN_GATHER_RADIUS = 5;
12
- const GATHER_RATIO = 10;
13
- var SquadState;
14
- (function (SquadState) {
15
- SquadState[SquadState["Gathering"] = 0] = "Gathering";
16
- SquadState[SquadState["Attacking"] = 1] = "Attacking";
17
- })(SquadState || (SquadState = {}));
18
- export class AttackOrDefenceSquad {
19
- constructor(rallyArea, targetArea, radius) {
11
+ export class AttackSquad {
12
+ constructor(rallyArea, attackArea, radius) {
20
13
  this.rallyArea = rallyArea;
21
- this.targetArea = targetArea;
14
+ this.attackArea = attackArea;
22
15
  this.radius = radius;
16
+ this.lastIdleCheck = null;
23
17
  this.lastGrab = null;
24
18
  this.lastCommand = null;
25
- this.state = SquadState.Gathering;
26
19
  }
27
- setAttackArea(targetArea) {
28
- this.targetArea = targetArea;
20
+ setAttackArea(attackArea) {
21
+ this.attackArea = attackArea;
29
22
  }
30
23
  onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
31
24
  if (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS) {
32
- this.lastCommand = gameApi.getCurrentTick();
33
- const centerOfMass = squad.getCenterOfMass();
34
- const maxDistance = squad.getMaxDistanceToCenterOfMass();
35
25
  const units = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
36
- if (this.state === SquadState.Gathering) {
37
- // Only use ground units for center of mass.
38
- const groundUnits = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
39
- (r.rules.movementZone === MovementZone.Infantry ||
40
- r.rules.movementZone === MovementZone.Normal ||
41
- r.rules.movementZone === MovementZone.InfantryDestroyer));
42
- const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
43
- if (centerOfMass &&
44
- maxDistance &&
45
- gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
46
- maxDistance > requiredGatherRadius) {
47
- units.forEach((unit) => {
48
- manageMoveMicro(actionsApi, unit, centerOfMass);
49
- });
50
- }
51
- else {
52
- this.state = SquadState.Attacking;
53
- }
54
- }
55
- else {
56
- const targetPoint = this.targetArea || playerData.startLocation;
57
- for (const unit of units) {
58
- if (unit.isIdle) {
59
- const { rx: x, ry: y } = unit.tile;
60
- const range = unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
61
- const nearbyHostiles = matchAwareness.getHostilesNearPoint(x, y, range * 2);
62
- const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
63
- const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
64
- if (closestUnit) {
65
- manageAttackMicro(actionsApi, unit, closestUnit);
66
- }
67
- else {
68
- manageMoveMicro(actionsApi, unit, targetPoint);
69
- }
26
+ const attackPoint = this.attackArea || playerData.startLocation;
27
+ for (const attacker of units) {
28
+ if (attacker.isIdle) {
29
+ const { rx: x, ry: y } = attacker.tile;
30
+ const range = attacker.primaryWeapon?.maxRange ?? attacker.secondaryWeapon?.maxRange ?? 5;
31
+ const nearbyHostiles = matchAwareness.getHostilesInRadius2(x, y, range * 2);
32
+ const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
33
+ const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
34
+ if (closestUnit) {
35
+ this.manageAttackMicro(actionsApi, attacker, closestUnit);
36
+ }
37
+ else {
38
+ this.manageMoveMicro(actionsApi, attacker, attackPoint);
70
39
  }
71
40
  }
72
41
  }
42
+ this.lastCommand = gameApi.getCurrentTick();
73
43
  }
74
44
  if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
75
45
  this.lastGrab = gameApi.getCurrentTick();
@@ -79,4 +49,41 @@ export class AttackOrDefenceSquad {
79
49
  return noop();
80
50
  }
81
51
  }
52
+ // Micro methods
53
+ manageMoveMicro(actionsApi, attacker, attackPoint) {
54
+ if (attacker.name === "E1") {
55
+ if (attacker.canMove === false) {
56
+ actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
57
+ }
58
+ }
59
+ actionsApi.orderUnits([attacker.id], OrderType.AttackMove, attackPoint.x, attackPoint.y);
60
+ }
61
+ manageAttackMicro(actionsApi, attacker, target) {
62
+ const distance = getDistanceBetweenUnits(attacker, target);
63
+ if (attacker.name === "E1") {
64
+ // Para (deployed weapon) range is 5.
65
+ const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
66
+ actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
67
+ //console.dir({distance, attacker: attacker.name, canMove: attacker.canMove, primaryMaxRange: attacker.primaryWeapon?.maxRange, secondaryMaxRange: attacker.secondaryWeapon?.maxRange})
68
+ if (attacker.canMove && distance <= deployedWeaponRange * 0.8) {
69
+ actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
70
+ return;
71
+ }
72
+ else if (!attacker.canMove && distance > deployedWeaponRange) {
73
+ actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
74
+ return;
75
+ }
76
+ }
77
+ let targetData = target;
78
+ let orderType = OrderType.AttackMove;
79
+ const primaryWeaponRange = attacker.primaryWeapon?.maxRange || 5;
80
+ if (targetData?.type == ObjectType.Building && distance < primaryWeaponRange * 0.8) {
81
+ orderType = OrderType.Attack;
82
+ }
83
+ else if (targetData?.rules.canDisguise) {
84
+ // Special case for mirage tank/spy as otherwise they just sit next to it.
85
+ orderType = OrderType.Attack;
86
+ }
87
+ actionsApi.orderUnits([attacker.id], orderType, target.id);
88
+ }
82
89
  }
@@ -1,7 +1,8 @@
1
- import { GameMath, MovementZone } from "@chronodivide/game-api";
1
+ import _ from "lodash";
2
+ import { MovementZone } from "@chronodivide/game-api";
2
3
  import { grabCombatants, noop } from "../squadBehaviour.js";
3
- import { getAttackWeight, manageAttackMicro, manageMoveMicro } from "./common.js";
4
- import { maxBy } from "../../common/utils.js";
4
+ import { getDistanceBetweenPoints } from "../../map/map.js";
5
+ import { manageAttackMicro, manageMoveMicro } from "./common.js";
5
6
  const TARGET_UPDATE_INTERVAL_TICKS = 10;
6
7
  const GRAB_INTERVAL_TICKS = 10;
7
8
  const GRAB_RADIUS = 20;
@@ -35,8 +36,7 @@ export class CombatSquad {
35
36
  this.targetArea = targetArea;
36
37
  }
37
38
  onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness, logger) {
38
- if (squad.getUnitIds().length > 0 &&
39
- (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
39
+ if (squad.getUnitIds().length > 0 && (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
40
40
  this.lastCommand = gameApi.getCurrentTick();
41
41
  const centerOfMass = squad.getCenterOfMass();
42
42
  const maxDistance = squad.getMaxDistanceToCenterOfMass();
@@ -47,7 +47,7 @@ export class CombatSquad {
47
47
  r.rules.movementZone === MovementZone.Normal ||
48
48
  r.rules.movementZone === MovementZone.InfantryDestroyer));
49
49
  if (this.state === SquadState.Gathering) {
50
- const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
50
+ const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
51
51
  if (centerOfMass &&
52
52
  maxDistance &&
53
53
  gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
@@ -63,7 +63,7 @@ export class CombatSquad {
63
63
  }
64
64
  else {
65
65
  const targetPoint = this.targetArea || playerData.startLocation;
66
- const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
66
+ const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
67
67
  if (centerOfMass &&
68
68
  maxDistance &&
69
69
  gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
@@ -74,17 +74,18 @@ export class CombatSquad {
74
74
  return noop();
75
75
  }
76
76
  for (const unit of units) {
77
- const { rx: x, ry: y } = unit.tile;
78
- const range = unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
79
- const nearbyHostiles = matchAwareness
80
- .getHostilesNearPoint(x, y, range * 2)
81
- .map(({ unitId }) => gameApi.getUnitData(unitId));
82
- const bestUnit = maxBy(nearbyHostiles, (target) => getAttackWeight(unit, target));
83
- if (bestUnit) {
84
- manageAttackMicro(actionsApi, unit, bestUnit);
85
- }
86
- else {
87
- manageMoveMicro(actionsApi, unit, targetPoint);
77
+ if (unit.isIdle) {
78
+ const { rx: x, ry: y } = unit.tile;
79
+ const range = unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
80
+ const nearbyHostiles = matchAwareness.getHostilesNearPoint(x, y, range * 2);
81
+ const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
82
+ const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
83
+ if (closestUnit) {
84
+ manageAttackMicro(actionsApi, unit, closestUnit);
85
+ }
86
+ else {
87
+ manageMoveMicro(actionsApi, unit, targetPoint);
88
+ }
88
89
  }
89
90
  }
90
91
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"combatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/combatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,CAAC,MAAM,QAAQ,CAAC;AACvB,OAAO,EAAuB,YAAY,EAAuB,MAAM,wBAAwB,CAAC;AAEhG,OAAO,EAA+B,cAAc,EAAE,IAAI,EAAE,MAAM,sBAAsB,CAAC;AAEzF,OAAO,EAAE,wBAAwB,EAAE,MAAM,kBAAkB,CAAC;AAC5D,OAAO,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAGjE,MAAM,4BAA4B,GAAG,EAAE,CAAC;AACxC,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAE/B,MAAM,WAAW,GAAG,EAAE,CAAC;AAEvB,4EAA4E;AAC5E,uDAAuD;AACvD,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAE5B,yFAAyF;AACzF,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAE7B,MAAM,YAAY,GAAG,EAAE,CAAC;AAExB,IAAK,UAGJ;AAHD,WAAK,UAAU;IACX,qDAAS,CAAA;IACT,qDAAS,CAAA;AACb,CAAC,EAHI,UAAU,KAAV,UAAU,QAGd;AAED,MAAM,OAAO,WAAW;IAKpB;;;;;OAKG;IACH,YACY,SAAkB,EAClB,UAAmB,EACnB,MAAc;QAFd,cAAS,GAAT,SAAS,CAAS;QAClB,eAAU,GAAV,UAAU,CAAS;QACnB,WAAM,GAAN,MAAM,CAAQ;QAblB,aAAQ,GAAkB,IAAI,CAAC;QAC/B,gBAAW,GAAkB,IAAI,CAAC;QAClC,UAAK,GAAG,UAAU,CAAC,SAAS,CAAC;IAYlC,CAAC;IAEG,aAAa,CAAC,UAAmB;QACpC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IACjC,CAAC;IAEM,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B,EAC9B,MAAmB;QAEnB,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,WAAW,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,4BAA4B,CAAC,EAAE;YACpI,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;YAC5C,MAAM,YAAY,GAAG,KAAK,CAAC,eAAe,EAAE,CAAC;YAC7C,MAAM,WAAW,GAAG,KAAK,CAAC,4BAA4B,EAAE,CAAC;YACzD,MAAM,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC;YAEpF,4CAA4C;YAC5C,MAAM,WAAW,GAAG,KAAK,CAAC,gBAAgB,CACtC,OAAO,EACP,CAAC,CAAC,EAAE,EAAE,CACF,CAAC,CAAC,KAAK,CAAC,qBAAqB;gBAC7B,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,QAAQ;oBAC3C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,MAAM;oBAC5C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,iBAAiB,CAAC,CACnE,CAAC;YAEF,IAAI,IAAI,CAAC,KAAK,KAAK,UAAU,CAAC,SAAS,EAAE;gBACrC,MAAM,oBAAoB,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAC9F,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;wBACnB,eAAe,CAAC,UAAU,EAAE,IAAI,EAAE,YAAY,CAAC,CAAC;oBACpD,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,MAAM,CAAC,eAAe,KAAK,CAAC,OAAO,EAAE,mCAAmC,WAAW,GAAG,CAAC,CAAA;oBACvF,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;iBACrC;aACJ;iBAAM;gBACH,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,IAAI,UAAU,CAAC,aAAa,CAAC;gBAChE,MAAM,oBAAoB,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAC9F,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,6BAA6B;oBAC7B,MAAM,CAAC,eAAe,KAAK,CAAC,OAAO,EAAE,8BAA8B,WAAW,GAAG,CAAC,CAAA;oBAClF,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;oBAClC,OAAO,IAAI,EAAE,CAAC;iBACjB;gBACD,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE;oBACtB,IAAI,IAAI,CAAC,MAAM,EAAE;wBACb,MAAM,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;wBACnC,MAAM,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,QAAQ,IAAI,IAAI,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;wBAClF,MAAM,cAAc,GAAG,cAAc,CAAC,oBAAoB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC5E,MAAM,OAAO,GAAG,CAAC,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CACzD,wBAAwB,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,CACvD,CAAC;wBACF,MAAM,WAAW,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;wBACjF,IAAI,WAAW,EAAE;4BACb,iBAAiB,CAAC,UAAU,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;yBACpD;6BAAM;4BACH,eAAe,CAAC,UAAU,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;yBAClD;qBACJ;iBACJ;aACJ;SACJ;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,QAAQ,GAAG,mBAAmB,EAAE;YAClF,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;YACzC,OAAO,cAAc,CAAC,KAAK,CAAC,eAAe,EAAE,IAAI,IAAI,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;SACjF;aAAM;YACH,OAAO,IAAI,EAAE,CAAC;SACjB;IACL,CAAC;CACJ"}
@@ -1,5 +1,5 @@
1
- import { AttackState, ObjectType, OrderType, StanceType, Vector2, ZoneType, } from "@chronodivide/game-api";
2
- import { getDistanceBetweenPoints, getDistanceBetweenUnits } from "../../map/map.js";
1
+ import { AttackState, ObjectType, OrderType, StanceType } from "@chronodivide/game-api";
2
+ import { getDistanceBetweenUnits } from "../../map/map.js";
3
3
  // Micro methods
4
4
  export function manageMoveMicro(actionsApi, attacker, attackPoint) {
5
5
  if (attacker.name === "E1") {
@@ -37,21 +37,4 @@ export function manageAttackMicro(actionsApi, attacker, target) {
37
37
  }
38
38
  actionsApi.orderUnits([attacker.id], orderType, target.id);
39
39
  }
40
- /**
41
- *
42
- * @param attacker
43
- * @param target
44
- * @returns A number describing the weight of the given target for the attacker, or null if it should not attack it.
45
- */
46
- export function getAttackWeight(attacker, target) {
47
- const { rx: x, ry: y } = attacker.tile;
48
- const { rx: hX, ry: hY } = target.tile;
49
- if (!attacker.primaryWeapon?.projectileRules.isAntiAir && target.zone === ZoneType.Air) {
50
- return null;
51
- }
52
- if (!attacker.primaryWeapon?.projectileRules.isAntiGround && target.zone === ZoneType.Ground) {
53
- return null;
54
- }
55
- return 1000000 - getDistanceBetweenPoints(new Vector2(x, y), new Vector2(hX, hY));
56
- }
57
40
  //# sourceMappingURL=common.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"common.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/common.ts"],"names":[],"mappings":"AAAA,OAAO,EAEH,WAAW,EACX,UAAU,EACV,SAAS,EACT,UAAU,EAEV,OAAO,EACP,QAAQ,GACX,MAAM,wBAAwB,CAAC;AAChC,OAAO,EAAE,wBAAwB,EAAE,uBAAuB,EAAE,MAAM,kBAAkB,CAAC;AAErF,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,UAAsB,EAAE,QAAkB,EAAE,WAAoB;IAC5F,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,UAAU,EAAE;YACZ,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;SAClE;KACJ;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC;AACvF,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,UAAsB,EAAE,QAAkB,EAAE,MAAgB;IAC1F,MAAM,QAAQ,GAAG,uBAAuB,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;IAC3D,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,qCAAqC;QACrC,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;QACpE,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ,IAAI,mBAAmB,IAAI,QAAQ,CAAC,WAAW,KAAK,WAAW,CAAC,SAAS,CAAC,EAAE;YACpG,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;aAAM,IAAI,UAAU,IAAI,QAAQ,GAAG,mBAAmB,EAAE;YACrD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;KACJ;IACD,IAAI,UAAU,GAAG,MAAM,CAAC;IACxB,IAAI,SAAS,GAAc,SAAS,CAAC,MAAM,CAAC;IAC5C,MAAM,kBAAkB,GAAG,QAAQ,CAAC,aAAa,EAAE,QAAQ,IAAI,CAAC,CAAC;IACjE,IAAI,UAAU,EAAE,IAAI,IAAI,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,kBAAkB,GAAG,GAAG,EAAE;QAChF,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;SAAM,IAAI,UAAU,EAAE,KAAK,CAAC,WAAW,EAAE;QACtC,0EAA0E;QAC1E,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC;AAC/D,CAAC;AAED;;;;;GAKG;AACH,MAAM,UAAU,eAAe,CAAC,QAAkB,EAAE,MAAgB;IAChE,MAAM,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,QAAQ,CAAC,IAAI,CAAC;IACvC,MAAM,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,GAAG,MAAM,CAAC,IAAI,CAAC;IAEvC,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,eAAe,CAAC,SAAS,IAAI,MAAM,CAAC,IAAI,KAAK,QAAQ,CAAC,GAAG,EAAE;QACpF,OAAO,IAAI,CAAC;KACf;IAED,IAAI,CAAC,QAAQ,CAAC,aAAa,EAAE,eAAe,CAAC,YAAY,IAAI,MAAM,CAAC,IAAI,KAAK,QAAQ,CAAC,MAAM,EAAE;QAC1F,OAAO,IAAI,CAAC;KACf;IAED,OAAO,OAAO,GAAG,wBAAwB,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,IAAI,OAAO,CAAC,EAAE,EAAE,EAAE,CAAC,CAAC,CAAC;AACtF,CAAC"}
1
+ {"version":3,"file":"common.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/common.ts"],"names":[],"mappings":"AAAA,OAAO,EAAc,WAAW,EAAE,UAAU,EAAE,SAAS,EAAW,UAAU,EAAY,MAAM,wBAAwB,CAAC;AACvH,OAAO,EAAE,uBAAuB,EAAE,MAAM,kBAAkB,CAAC;AAE3D,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,UAAsB,EAAE,QAAkB,EAAE,WAAoB;IAC5F,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,UAAU,EAAE;YACZ,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;SAClE;KACJ;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC;AACvF,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,UAAsB,EAAE,QAAkB,EAAE,MAAgB;IAC1F,MAAM,QAAQ,GAAG,uBAAuB,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;IAC3D,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,qCAAqC;QACrC,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;QACpE,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ,IAAI,mBAAmB,IAAI,QAAQ,CAAC,WAAW,KAAK,WAAW,CAAC,SAAS,CAAC,EAAE;YACpG,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;aAAM,IAAI,UAAU,IAAI,QAAQ,GAAG,mBAAmB,EAAE;YACrD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;KACJ;IACD,IAAI,UAAU,GAAG,MAAM,CAAC;IACxB,IAAI,SAAS,GAAc,SAAS,CAAC,MAAM,CAAC;IAC5C,MAAM,kBAAkB,GAAG,QAAQ,CAAC,aAAa,EAAE,QAAQ,IAAI,CAAC,CAAC;IACjE,IAAI,UAAU,EAAE,IAAI,IAAI,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,kBAAkB,GAAG,GAAG,EAAE;QAChF,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;SAAM,IAAI,UAAU,EAAE,KAAK,CAAC,WAAW,EAAE;QACtC,0EAA0E;QAC1E,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC;AAC/D,CAAC"}
@@ -1,7 +1,7 @@
1
1
  import _ from "lodash";
2
+ import { OrderType, } from "@chronodivide/game-api";
2
3
  import { disband, grabCombatants } from "../squadBehaviour.js";
3
4
  import { getDistanceBetween, getDistanceBetweenUnits } from "../../map/map.js";
4
- import { manageAttackMicro } from "./common.js";
5
5
  // If no enemies are seen in a circle IDLE_CHECK_RADIUS*radius for IDLE_COOLDOWN_TICKS ticks, the mission is disbanded.
6
6
  const IDLE_CHECK_RADIUS_RATIO = 2;
7
7
  const IDLE_COOLDOWN_TICKS = 15 * 30;
@@ -39,10 +39,23 @@ export class DefenceSquad {
39
39
  distance: getDistanceBetweenUnits(defender, enemy),
40
40
  })), "distance");
41
41
  if (closestEnemy) {
42
- manageAttackMicro(actionsApi, defender, closestEnemy.enemy);
42
+ this.manageMicro(actionsApi, defender, closestEnemy.enemy, closestEnemy.distance);
43
43
  }
44
44
  }
45
45
  });
46
46
  return grabCombatants(this.defenceArea, this.radius * GRAB_RADIUS);
47
47
  }
48
+ // Micro methods
49
+ manageMicro(actionsApi, defender, closestEnemy, distance) {
50
+ if (defender.name === "E1") {
51
+ // Para (deployed weapon) range is 5.
52
+ if (defender.canMove && distance <= 4) {
53
+ actionsApi.orderUnits([defender.id], OrderType.DeploySelected);
54
+ }
55
+ else if (!defender.canMove && distance >= 5) {
56
+ actionsApi.orderUnits([defender.id], OrderType.DeploySelected);
57
+ }
58
+ }
59
+ actionsApi.orderUnits([defender.id], OrderType.AttackMove, closestEnemy.tile.rx, closestEnemy.tile.ry);
60
+ }
48
61
  }
@@ -1 +1 @@
1
- {"version":3,"file":"retreatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/retreatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAuB,MAAM,wBAAwB,CAAC;AAG7F,OAAO,EAA+B,OAAO,EAAQ,oBAAoB,EAAgB,MAAM,sBAAsB,CAAC;AAGtH,MAAM,yBAAyB,GAAG,EAAE,CAAC;AAErC,MAAM,OAAO,YAAY;IAGrB,YACY,OAAiB,EACjB,cAAuB;QADvB,YAAO,GAAP,OAAO,CAAU;QACjB,mBAAc,GAAd,cAAc,CAAS;QAJ3B,cAAS,GAAkB,IAAI,CAAC;IAKrC,CAAC;IAEG,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B;QAE9B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;SAC7C;QACD,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;YAC/B,gEAAgE;YAChE,UAAU,CAAC,UAAU,CACjB,KAAK,CAAC,UAAU,EAAE,EAClB,SAAS,CAAC,UAAU,EACpB,IAAI,CAAC,cAAc,CAAC,CAAC,EACrB,IAAI,CAAC,cAAc,CAAC,CAAC,CACxB,CAAC;YACF,OAAO,OAAO,EAAE,CAAC;SACpB;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,SAAS,GAAG,GAAG,EAAE;YACnE,sFAAsF;YACtF,OAAO,OAAO,EAAE,CAAC;SACpB;aAAM;YACH,OAAO,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;SACnD;IACL,CAAC;CACJ"}
1
+ {"version":3,"file":"retreatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/retreatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAiC,MAAM,wBAAwB,CAAC;AAGvG,OAAO,EAA+B,OAAO,EAAQ,oBAAoB,EAAgB,MAAM,sBAAsB,CAAC;AAGtH,MAAM,yBAAyB,GAAG,EAAE,CAAC;AAErC,MAAM,OAAO,YAAY;IAGrB,YACY,OAAiB,EACjB,cAAuB;QADvB,YAAO,GAAP,OAAO,CAAU;QACjB,mBAAc,GAAd,cAAc,CAAS;QAJ3B,cAAS,GAAkB,IAAI,CAAC;IAKrC,CAAC;IAEG,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B;QAE9B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;SAC7C;QACD,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;YAC/B,gEAAgE;YAChE,UAAU,CAAC,UAAU,CACjB,KAAK,CAAC,UAAU,EAAE,EAClB,SAAS,CAAC,UAAU,EACpB,IAAI,CAAC,cAAc,CAAC,CAAC,EACrB,IAAI,CAAC,cAAc,CAAC,CAAC,CACxB,CAAC;YACF,OAAO,OAAO,EAAE,CAAC;SACpB;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,SAAS,GAAG,GAAG,EAAE;YACnE,sFAAsF;YACtF,OAAO,OAAO,EAAE,CAAC;SACpB;aAAM;YACH,OAAO,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;SACnD;IACL,CAAC;CACJ"}
@@ -1,6 +1,7 @@
1
1
  import { OrderType } from "@chronodivide/game-api";
2
2
  import { disband, noop, requestUnits } from "../squadBehaviour.js";
3
- import { getDistanceBetweenTileAndPoint } from "../../map/map.js";
3
+ import _ from "lodash";
4
+ import { getDistanceBetweenPoints } from "../../map/map.js";
4
5
  const SCOUT_MOVE_COOLDOWN_TICKS = 30;
5
6
  // Max units to spend on a particular scout target.
6
7
  const MAX_ATTEMPTS_PER_TARGET = 5;
@@ -13,7 +14,6 @@ export class ScoutingSquad {
13
14
  this.attemptsOnCurrentTarget = 0;
14
15
  this.scoutTargetRefreshedAt = 0;
15
16
  this.lastMoveCommandTick = 0;
16
- this.scoutTargetIsPermanent = false;
17
17
  this.hadUnit = false;
18
18
  }
19
19
  onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness, logger) {
@@ -32,17 +32,15 @@ export class ScoutingSquad {
32
32
  }
33
33
  else if (this.scoutTarget) {
34
34
  this.hadUnit = true;
35
- if (!this.scoutTargetIsPermanent) {
36
- if (this.attemptsOnCurrentTarget > MAX_ATTEMPTS_PER_TARGET) {
37
- logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too many attempts, moving to next`);
38
- this.setScoutTarget(null, 0);
39
- return noop();
40
- }
41
- if (gameApi.getCurrentTick() > this.scoutTargetRefreshedAt + MAX_TICKS_PER_TARGET) {
42
- logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too long, moving to next`);
43
- this.setScoutTarget(null, 0);
44
- return noop();
45
- }
35
+ if (this.attemptsOnCurrentTarget > MAX_ATTEMPTS_PER_TARGET) {
36
+ logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too many attempts, moving to next`);
37
+ this.setScoutTarget(null, 0);
38
+ return noop();
39
+ }
40
+ if (gameApi.getCurrentTick() > this.scoutTargetRefreshedAt + MAX_TICKS_PER_TARGET) {
41
+ logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too long, moving to next`);
42
+ this.setScoutTarget(null, 0);
43
+ return noop();
46
44
  }
47
45
  const targetTile = gameApi.mapApi.getTile(this.scoutTarget.x, this.scoutTarget.y);
48
46
  if (!targetTile) {
@@ -56,8 +54,7 @@ export class ScoutingSquad {
56
54
  }
57
55
  });
58
56
  // Check that a scout is actually moving closer to the target.
59
- const distances = scouts.map((unit) => getDistanceBetweenTileAndPoint(unit.tile, this.scoutTarget));
60
- const newMinDistance = Math.min(...distances);
57
+ const newMinDistance = _.min(scouts.map((unit) => getDistanceBetweenPoints({ x: unit.tile.rx, y: unit.tile.ry }, this.scoutTarget)));
61
58
  if (!this.scoutMinDistance || newMinDistance < this.scoutMinDistance) {
62
59
  logger(`Scout timeout refreshed because unit moved closer to point (${newMinDistance} < ${this.scoutMinDistance})`);
63
60
  this.scoutTargetRefreshedAt = gameApi.getCurrentTick();
@@ -70,21 +67,20 @@ export class ScoutingSquad {
70
67
  }
71
68
  }
72
69
  else {
73
- const nextScoutTarget = matchAwareness.getScoutingManager().getNewScoutTarget();
74
- if (!nextScoutTarget) {
70
+ const candidatePoint = matchAwareness.getScoutingManager().getNewScoutTarget()?.asPoint2D();
71
+ if (!candidatePoint) {
75
72
  logger(`No more scouting targets available, disbanding.`);
76
73
  return disband();
77
74
  }
78
- this.setScoutTarget(nextScoutTarget, gameApi.getCurrentTick());
75
+ this.setScoutTarget(candidatePoint, gameApi.getCurrentTick());
79
76
  }
80
77
  return noop();
81
78
  }
82
- setScoutTarget(target, currentTick) {
79
+ setScoutTarget(point, currentTick) {
83
80
  this.attemptsOnCurrentTarget = 0;
84
81
  this.scoutTargetRefreshedAt = currentTick;
85
- this.scoutTarget = target?.asVector2() ?? null;
82
+ this.scoutTarget = point;
86
83
  this.scoutMinDistance = undefined;
87
- this.scoutTargetIsPermanent = target?.isPermanent ?? false;
88
84
  }
89
85
  }
90
86
  //# sourceMappingURL=scoutingSquad.js.map
@@ -1 +1 @@
1
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