@supalosa/chronodivide-bot 0.4.0 → 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 +54 -47
- package/dist/bot/bot.js +14 -30
- 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 +7 -4
- 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 +10 -5
- 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 +69 -42
- package/dist/bot/logic/building/queueController.js.map +1 -1
- package/dist/bot/logic/common/utils.js +21 -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} +27 -51
- 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 +113 -39
- 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 +21 -25
- package/dist/bot/logic/squad/behaviours/combatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/common.js +11 -26
- 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/engineerSquad.js +2 -4
- package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/expansionSquad.js +2 -4
- package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/retreatSquad.js +1 -4
- package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +18 -25
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +1 -1
- package/dist/bot/logic/squad/squad.js +10 -10
- 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 +5 -17
- 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 +45 -18
- package/dist/exampleBot.js.map +1 -1
- package/package.json +5 -4
- package/src/bot/bot.ts +19 -45
- 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 +15 -9
- 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 +98 -43
- package/src/bot/logic/common/utils.ts +28 -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/{squad/behaviours → mission}/actionBatcher.ts +66 -7
- 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 +181 -44
- 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/{squad/behaviours → mission/missions/squads}/combatSquad.ts +56 -33
- package/src/bot/logic/{squad/behaviours → mission/missions/squads}/common.ts +11 -17
- 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 +50 -24
- package/.prettierrc +0 -5
- package/TODO.md +0 -15
- 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/actionBatcher.js +0 -36
- package/dist/bot/logic/squad/behaviours/actionBatcher.js.map +0 -1
- 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/engineerSquad.ts +0 -58
- package/src/bot/logic/squad/behaviours/expansionSquad.ts +0 -64
- package/src/bot/logic/squad/behaviours/retreatSquad.ts +0 -50
- package/src/bot/logic/squad/squad.ts +0 -165
- package/src/bot/logic/squad/squadBehaviour.ts +0 -66
- package/src/bot/logic/squad/squadBehaviours.ts +0 -8
- package/src/bot/logic/squad/squadController.ts +0 -271
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const SOVIET_COUNTRY_NAMES = ["Africans", "Arabs", "Confederation", "Russians"];
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export const isSoviet = (countryName) => SOVIET_COUNTRY_NAMES.includes(countryName);
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export const isOwnedByNeutral = (unitData) => unitData?.owner === "@@NEUTRAL@@";
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// Return if the given unit would have .isSelectableCombatant = true.
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// Usable on GameObjectData (which is faster to get than TechnoRules)
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export const isSelectableCombatant = (rules) => !!rules?.rules?.isSelectableCombatant;
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export function formatTimeDuration(timeSeconds, skipZeroHours = false) {
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export function minBy(array, predicate) {
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{"version":3,"file":"utils.js","sourceRoot":"","sources":["../../../../src/bot/logic/common/utils.ts"],"names":[],"mappings":"
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export const getAlliedCompositions = (gameApi, playerData, matchAwareness) => {
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const hasWarFactory = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "GAWEAP").length > 0;
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const hasBattleLab = gameApi.getVisibleUnits(playerData.name, "self", (r) => r.name === "GATECH").length > 0;
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const includeInfantry = !hasAirforce && !hasBattleLab;
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return {
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...(includeInfantry && { E1: 5 }),
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...(hasWarFactory && { MTNK: 3, FV: 2 }),
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};
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};
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//# sourceMappingURL=alliedCompositions.js.map
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{"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
|
+
{"version":3,"file":"actionBatcher.js","sourceRoot":"","sources":["../../../../src/bot/logic/mission/actionBatcher.ts"],"names":[],"mappings":"AAAA,qGAAqG;AAErG,OAAO,EAAyB,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAE7C,oGAAoG;AACpG,MAAM,OAAO,eAAe;IACxB,YACY,OAAe,EACf,UAAqB,EACrB,MAAgB,EAChB,SAAkB;IAC1B,kFAAkF;IAC1E,SAAiB,CAAC;QALlB,YAAO,GAAP,OAAO,CAAQ;QACf,eAAU,GAAV,UAAU,CAAW;QACrB,WAAM,GAAN,MAAM,CAAU;QAChB,cAAS,GAAT,SAAS,CAAS;QAElB,WAAM,GAAN,MAAM,CAAY;IAC3B,CAAC;IAEJ,MAAM,CAAC,QAAQ,CAAC,MAAc,EAAE,SAAoB,EAAE,QAAgB,CAAC;QACnE,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;IAC/E,CAAC;IAED,MAAM,CAAC,OAAO,CAAC,MAAc,EAAE,SAAoB,EAAE,KAAc,EAAE,QAAgB,CAAC;QAClF,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,SAAS,CAAC,CAAC;IACpE,CAAC;IAED,MAAM,CAAC,UAAU,CAAC,MAAc,EAAE,SAAoB,EAAE,QAAgB,EAAE,QAAgB,CAAC;QACvF,OAAO,IAAI,eAAe,CAAC,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;IAC9E,CAAC;IAED,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAEM,QAAQ,CAAC,KAAsB;QAClC,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,CAAC,OAAO,EAAE;YAChC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,CAAC,UAAU,EAAE;YACtC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,EAAE;YAC9B,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,SAAS,KAAK,KAAK,CAAC,SAAS,EAAE;YACpC,OAAO,KAAK,CAAC;SAChB;QACD,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,CAAC,MAAM,EAAE;YAC9B,OAAO,KAAK,CAAC;SAChB;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ;AAED,MAAM,OAAO,aAAa;IAGtB;QACI,IAAI,CAAC,OAAO,GAAG,EAAE,CAAC;IACtB,CAAC;IAED,IAAI,CAAC,MAAuB;QACxB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC9B,CAAC;IAED,OAAO,CAAC,UAAsB;QAC1B,MAAM,eAAe,GAAG,OAAO,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,QAAQ,EAAE,CAAC,CAAC;QACjG,MAAM,WAAW,GAAG,CAAC,CAAU,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;QACpD,MAAM,WAAW,GAAG,CAAC,GAAW,EAAE,EAAE;YAChC,MAAM,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,GAAG,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC;YAC9B,OAAO,IAAI,OAAO,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACjD,CAAC,CAAC;QAEF,yBAAyB;QACzB,MAAM,CAAC,OAAO,CAAC,eAAe,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,YAAY,EAAE,QAAQ,CAAC,EAAE,EAAE;YACjE,cAAc;YACd,MAAM,WAAW,GAAc,QAAQ,CAAC,YAAY,CAAc,CAAC;YACnE,8BAA8B;YAC9B,MAAM,QAAQ,GAAG,OAAO,CACpB,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,QAAQ,CAAC,EAChD,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,QAAQ,EAAE,QAAQ,EAAG,CAC7C,CAAC;YACF,MAAM,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,QAAQ,EAAE,YAAY,CAAC,EAAE,EAAE;gBAC1D,UAAU,CAAC,UAAU,CACjB,YAAY,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAC7C,WAAW,EACX,QAAQ,CAAC,QAAQ,CAAC,CACrB,CAAC;YACN,CAAC,CAAC,CAAC;YACH,0EAA0E;YAC1E,MAAM,UAAU,GAAG,OAAO,CACtB,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,CAAC,EAC7C,CAAC,OAAO,EAAE,EAAE,CAAC,WAAW,CAAC,OAAO,CAAC,KAAM,CAAC,CAC3C,CAAC;YACF,MAAM,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,EAAE,YAAY,CAAC,EAAE,EAAE;gBACzD,MAAM,MAAM,GAAG,WAAW,CAAC,KAAK,CAAC,CAAC;gBAClC,UAAU,CAAC,UAAU,CACjB,YAAY,CAAC,GAAG,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,EAC7C,WAAW,EACX,MAAM,CAAC,CAAC,EACR,MAAM,CAAC,CAAC,CACX,CAAC;YACN,CAAC,CAAC,CAAC;YACH,0BAA0B;YAC1B,MAAM,SAAS,GAAG,QAAQ,CAAC,MAAM,CAAC,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;YACpF,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE;gBACtB,UAAU,CAAC,UAAU,CACjB,SAAS,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,EACxC,WAAW,CACd,CAAC;aACL;QACL,CAAC,CAAC,CAAC;IACP,CAAC;CACJ"}
|
|
@@ -0,0 +1,124 @@
|
|
|
1
|
+
import { GameMath, MovementZone, } from "@chronodivide/game-api";
|
|
2
|
+
import { getAttackWeight, manageAttackMicro, manageMoveMicro } from "./common.js";
|
|
3
|
+
import { isOwnedByNeutral, maxBy, minBy } from "../../common/utils.js";
|
|
4
|
+
import { grabCombatants, noop } from "../mission.js";
|
|
5
|
+
const TARGET_UPDATE_INTERVAL_TICKS = 10;
|
|
6
|
+
const GRAB_INTERVAL_TICKS = 64;
|
|
7
|
+
const GRAB_RADIUS = 20;
|
|
8
|
+
// Units must be in a certain radius of the center of mass before attacking.
|
|
9
|
+
// This scales for number of units in the squad though.
|
|
10
|
+
const MIN_GATHER_RADIUS = 5;
|
|
11
|
+
// If the radius expands beyond this amount then we should switch back to gathering mode.
|
|
12
|
+
const MAX_GATHER_RADIUS = 15;
|
|
13
|
+
const GATHER_RATIO = 10;
|
|
14
|
+
var SquadState;
|
|
15
|
+
(function (SquadState) {
|
|
16
|
+
SquadState[SquadState["Gathering"] = 0] = "Gathering";
|
|
17
|
+
SquadState[SquadState["Attacking"] = 1] = "Attacking";
|
|
18
|
+
})(SquadState || (SquadState = {}));
|
|
19
|
+
export class CombatSquad {
|
|
20
|
+
/**
|
|
21
|
+
*
|
|
22
|
+
* @param rallyArea the initial location to grab combatants
|
|
23
|
+
* @param targetArea
|
|
24
|
+
* @param radius
|
|
25
|
+
*/
|
|
26
|
+
constructor(rallyArea, targetArea, radius) {
|
|
27
|
+
this.rallyArea = rallyArea;
|
|
28
|
+
this.targetArea = targetArea;
|
|
29
|
+
this.radius = radius;
|
|
30
|
+
this.lastGrab = null;
|
|
31
|
+
this.lastCommand = null;
|
|
32
|
+
this.state = SquadState.Gathering;
|
|
33
|
+
this.lastOrderGiven = {};
|
|
34
|
+
}
|
|
35
|
+
getGlobalDebugText() {
|
|
36
|
+
return this.debugLastTarget ?? "<none>";
|
|
37
|
+
}
|
|
38
|
+
setAttackArea(targetArea) {
|
|
39
|
+
this.targetArea = targetArea;
|
|
40
|
+
}
|
|
41
|
+
onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness, logger) {
|
|
42
|
+
if (mission.getUnitIds().length > 0 &&
|
|
43
|
+
(!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
|
|
44
|
+
this.lastCommand = gameApi.getCurrentTick();
|
|
45
|
+
const centerOfMass = mission.getCenterOfMass();
|
|
46
|
+
const maxDistance = mission.getMaxDistanceToCenterOfMass();
|
|
47
|
+
const units = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
|
|
48
|
+
// Only use ground units for center of mass.
|
|
49
|
+
const groundUnits = mission.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
|
|
50
|
+
(r.rules.movementZone === MovementZone.Infantry ||
|
|
51
|
+
r.rules.movementZone === MovementZone.Normal ||
|
|
52
|
+
r.rules.movementZone === MovementZone.InfantryDestroyer));
|
|
53
|
+
if (this.state === SquadState.Gathering) {
|
|
54
|
+
const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
|
|
55
|
+
if (centerOfMass &&
|
|
56
|
+
maxDistance &&
|
|
57
|
+
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
58
|
+
maxDistance > requiredGatherRadius) {
|
|
59
|
+
units.forEach((unit) => {
|
|
60
|
+
this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, centerOfMass));
|
|
61
|
+
});
|
|
62
|
+
}
|
|
63
|
+
else {
|
|
64
|
+
logger(`CombatSquad ${mission.getUniqueName()} switching back to attack mode (${maxDistance})`);
|
|
65
|
+
this.state = SquadState.Attacking;
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
else {
|
|
69
|
+
const targetPoint = this.targetArea || playerData.startLocation;
|
|
70
|
+
const requiredGatherRadius = GameMath.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
|
|
71
|
+
if (centerOfMass &&
|
|
72
|
+
maxDistance &&
|
|
73
|
+
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
74
|
+
maxDistance > requiredGatherRadius) {
|
|
75
|
+
// Switch back to gather mode
|
|
76
|
+
logger(`CombatSquad ${mission.getUniqueName()} switching back to gather (${maxDistance})`);
|
|
77
|
+
this.state = SquadState.Gathering;
|
|
78
|
+
return noop();
|
|
79
|
+
}
|
|
80
|
+
// The unit with the shortest range chooses the target. Otherwise, a base range of 5 is chosen.
|
|
81
|
+
const getRangeForUnit = (unit) => unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
|
|
82
|
+
const attackLeader = minBy(units, getRangeForUnit);
|
|
83
|
+
if (!attackLeader) {
|
|
84
|
+
return noop();
|
|
85
|
+
}
|
|
86
|
+
// Find units within double the range of the leader.
|
|
87
|
+
const nearbyHostiles = matchAwareness
|
|
88
|
+
.getHostilesNearPoint(attackLeader.tile.rx, attackLeader.tile.ry, getRangeForUnit(attackLeader) * 2)
|
|
89
|
+
.map(({ unitId }) => gameApi.getUnitData(unitId))
|
|
90
|
+
.filter((unit) => !isOwnedByNeutral(unit));
|
|
91
|
+
for (const unit of units) {
|
|
92
|
+
const bestUnit = maxBy(nearbyHostiles, (target) => getAttackWeight(unit, target));
|
|
93
|
+
if (bestUnit) {
|
|
94
|
+
this.submitActionIfNew(actionBatcher, manageAttackMicro(unit, bestUnit));
|
|
95
|
+
this.debugLastTarget = `Unit ${bestUnit.id.toString()}`;
|
|
96
|
+
}
|
|
97
|
+
else {
|
|
98
|
+
this.submitActionIfNew(actionBatcher, manageMoveMicro(unit, targetPoint));
|
|
99
|
+
this.debugLastTarget = `@${targetPoint.x},${targetPoint.y}`;
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
|
|
105
|
+
this.lastGrab = gameApi.getCurrentTick();
|
|
106
|
+
return grabCombatants(mission.getCenterOfMass() ?? this.rallyArea, GRAB_RADIUS);
|
|
107
|
+
}
|
|
108
|
+
else {
|
|
109
|
+
return noop();
|
|
110
|
+
}
|
|
111
|
+
}
|
|
112
|
+
/**
|
|
113
|
+
* Sends an action to the acitonBatcher if and only if the action is different from the last action we submitted to it.
|
|
114
|
+
* Prevents spamming redundant orders, which affects performance and can also ccause the unit to sit around doing nothing.
|
|
115
|
+
*/
|
|
116
|
+
submitActionIfNew(actionBatcher, action) {
|
|
117
|
+
const lastAction = this.lastOrderGiven[action.unitId];
|
|
118
|
+
if (!lastAction || !lastAction.isSameAs(action)) {
|
|
119
|
+
actionBatcher.push(action);
|
|
120
|
+
this.lastOrderGiven[action.unitId] = action;
|
|
121
|
+
}
|
|
122
|
+
}
|
|
123
|
+
}
|
|
124
|
+
//# sourceMappingURL=combatSquad.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"combatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/behaviours/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,uBAAuB,CAAC;AAGpF,OAAO,EAA0B,cAAc,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAE7E,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;IASpB;;;;;OAKG;IACH,YACY,SAAkB,EAClB,UAAmB,EACnB,MAAc;QAFd,cAAS,GAAT,SAAS,CAAS;QAClB,eAAU,GAAV,UAAU,CAAS;QACnB,WAAM,GAAN,MAAM,CAAQ;QAjBlB,aAAQ,GAAkB,IAAI,CAAC;QAC/B,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,OAAkC,EAClC,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,eAAe,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;qBACnG,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;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,OAAO,CAAC,eAAe,EAAE,IAAI,IAAI,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;SACnF;aAAM;YACH,OAAO,IAAI,EAAE,CAAC;SACjB;IACL,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/behaviours/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,kBAAkB,CAAC;AACrF,OAAO,EAAE,eAAe,EAAE,MAAM,qBAAqB,CAAC;AAEtD,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 +1,39 @@
|
|
|
1
|
+
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
+
import { disbandMission, noop, requestUnits } from "../mission.js";
|
|
3
|
+
const CAPTURE_COOLDOWN_TICKS = 30;
|
|
4
|
+
// Capture squad
|
|
5
|
+
export class EngineerSquad {
|
|
6
|
+
/**
|
|
7
|
+
* @param captureTarget ID of the target to try and capture/send engineer into.
|
|
8
|
+
*/
|
|
9
|
+
constructor(captureTarget, priority) {
|
|
10
|
+
this.captureTarget = captureTarget;
|
|
11
|
+
this.priority = priority;
|
|
12
|
+
this.hasAttemptedCaptureWith = null;
|
|
13
|
+
}
|
|
14
|
+
onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness) {
|
|
15
|
+
const engineerTypes = ["ENGINEER", "SENGINEER"];
|
|
16
|
+
const engineers = mission.getUnitsOfTypes(gameApi, ...engineerTypes);
|
|
17
|
+
if (engineers.length === 0) {
|
|
18
|
+
// Perhaps we deployed already (or the unit was destroyed), end the mission.
|
|
19
|
+
if (this.hasAttemptedCaptureWith !== null) {
|
|
20
|
+
return disbandMission();
|
|
21
|
+
}
|
|
22
|
+
return requestUnits(engineerTypes, this.priority);
|
|
23
|
+
}
|
|
24
|
+
else if (!this.hasAttemptedCaptureWith ||
|
|
25
|
+
gameApi.getCurrentTick() > this.hasAttemptedCaptureWith.gameTick + CAPTURE_COOLDOWN_TICKS) {
|
|
26
|
+
actionsApi.orderUnits(engineers.map((engineer) => engineer.id), OrderType.Capture, this.captureTarget);
|
|
27
|
+
// Add a cooldown to deploy attempts.
|
|
28
|
+
this.hasAttemptedCaptureWith = {
|
|
29
|
+
unitId: engineers[0].id,
|
|
30
|
+
gameTick: gameApi.getCurrentTick(),
|
|
31
|
+
};
|
|
32
|
+
}
|
|
33
|
+
return noop();
|
|
34
|
+
}
|
|
35
|
+
getGlobalDebugText() {
|
|
36
|
+
return undefined;
|
|
37
|
+
}
|
|
38
|
+
}
|
|
39
|
+
//# sourceMappingURL=engineerSquad.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"engineerSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/behaviours/engineerSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAwB,MAAM,wBAAwB,CAAC;AAI9F,OAAO,EAA0B,cAAc,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAE3F,MAAM,sBAAsB,GAAG,EAAE,CAAC;AAElC,gBAAgB;AAChB,MAAM,OAAO,aAAa;IAMtB;;OAEG;IACH,YACY,aAAqB,EACrB,QAAgB;QADhB,kBAAa,GAAb,aAAa,CAAQ;QACrB,aAAQ,GAAR,QAAQ,CAAQ;QAVpB,4BAAuB,GAGpB,IAAI,CAAC;IAQb,CAAC;IAEG,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,aAA4B,EAC5B,UAAsB,EACtB,OAA+B,EAC/B,cAA8B;QAE9B,MAAM,aAAa,GAAG,CAAC,UAAU,EAAE,WAAW,CAAC,CAAC;QAChD,MAAM,SAAS,GAAG,OAAO,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,aAAa,CAAC,CAAC;QACrE,IAAI,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YACxB,4EAA4E;YAC5E,IAAI,IAAI,CAAC,uBAAuB,KAAK,IAAI,EAAE;gBACvC,OAAO,cAAc,EAAE,CAAC;aAC3B;YACD,OAAO,YAAY,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACrD;aAAM,IACH,CAAC,IAAI,CAAC,uBAAuB;YAC7B,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,uBAAuB,CAAC,QAAQ,GAAG,sBAAsB,EAC3F;YACE,UAAU,CAAC,UAAU,CACjB,SAAS,CAAC,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,EACxC,SAAS,CAAC,OAAO,EACjB,IAAI,CAAC,aAAa,CACrB,CAAC;YACF,qCAAqC;YACrC,IAAI,CAAC,uBAAuB,GAAG;gBAC3B,MAAM,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE;gBACvB,QAAQ,EAAE,OAAO,CAAC,cAAc,EAAE;aACrC,CAAC;SACL;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;IAEM,kBAAkB;QACrB,OAAO,SAAS,CAAC;IACrB,CAAC;CACJ"}
|
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
+
import { disbandMission, noop, requestSpecificUnits, requestUnits } from "../mission.js";
|
|
3
|
+
const DEPLOY_COOLDOWN_TICKS = 30;
|
|
4
|
+
// Expansion or initial base.
|
|
5
|
+
export class ExpansionSquad {
|
|
6
|
+
/**
|
|
7
|
+
* @param selectedMcv ID of the MCV to try to expand with. If that unit dies, the squad will disband. If no value is provided,
|
|
8
|
+
* the mission requests an MCV.
|
|
9
|
+
*/
|
|
10
|
+
constructor(selectedMcv, priority) {
|
|
11
|
+
this.selectedMcv = selectedMcv;
|
|
12
|
+
this.priority = priority;
|
|
13
|
+
this.hasAttemptedDeployWith = null;
|
|
14
|
+
}
|
|
15
|
+
onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness) {
|
|
16
|
+
const mcvTypes = ["AMCV", "SMCV"];
|
|
17
|
+
const mcvs = mission.getUnitsOfTypes(gameApi, ...mcvTypes);
|
|
18
|
+
if (mcvs.length === 0) {
|
|
19
|
+
// Perhaps we deployed already (or the unit was destroyed), end the mission.
|
|
20
|
+
if (this.hasAttemptedDeployWith !== null) {
|
|
21
|
+
return disbandMission();
|
|
22
|
+
}
|
|
23
|
+
// We need an mcv!
|
|
24
|
+
if (this.selectedMcv) {
|
|
25
|
+
return requestSpecificUnits([this.selectedMcv], this.priority);
|
|
26
|
+
}
|
|
27
|
+
else {
|
|
28
|
+
return requestUnits(mcvTypes, this.priority);
|
|
29
|
+
}
|
|
30
|
+
}
|
|
31
|
+
else if (!this.hasAttemptedDeployWith ||
|
|
32
|
+
gameApi.getCurrentTick() > this.hasAttemptedDeployWith.gameTick + DEPLOY_COOLDOWN_TICKS) {
|
|
33
|
+
actionsApi.orderUnits(mcvs.map((mcv) => mcv.id), OrderType.DeploySelected);
|
|
34
|
+
// Add a cooldown to deploy attempts.
|
|
35
|
+
this.hasAttemptedDeployWith = {
|
|
36
|
+
unitId: mcvs[0].id,
|
|
37
|
+
gameTick: gameApi.getCurrentTick(),
|
|
38
|
+
};
|
|
39
|
+
}
|
|
40
|
+
return noop();
|
|
41
|
+
}
|
|
42
|
+
getGlobalDebugText() {
|
|
43
|
+
return undefined;
|
|
44
|
+
}
|
|
45
|
+
}
|
|
46
|
+
//# sourceMappingURL=expansionSquad.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"expansionSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/behaviours/expansionSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAc,MAAM,wBAAwB,CAAC;AAIpF,OAAO,EAA0B,cAAc,EAAE,IAAI,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAEjH,MAAM,qBAAqB,GAAG,EAAE,CAAC;AAEjC,6BAA6B;AAC7B,MAAM,OAAO,cAAc;IAMvB;;;OAGG;IACH,YACY,WAA0B,EAC1B,QAAgB;QADhB,gBAAW,GAAX,WAAW,CAAe;QAC1B,aAAQ,GAAR,QAAQ,CAAQ;QAXpB,2BAAsB,GAGnB,IAAI,CAAC;IASb,CAAC;IAEG,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,aAA4B,EAC5B,UAAsB,EACtB,OAAgC,EAChC,cAA8B;QAE9B,MAAM,QAAQ,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAClC,MAAM,IAAI,GAAG,OAAO,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,CAAC;QAC3D,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnB,4EAA4E;YAC5E,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,EAAE;gBACtC,OAAO,cAAc,EAAE,CAAC;aAC3B;YACD,kBAAkB;YAClB,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,OAAO,oBAAoB,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;aAClE;iBAAM;gBACH,OAAO,YAAY,CAAC,QAAQ,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;aAChD;SACJ;aAAM,IACH,CAAC,IAAI,CAAC,sBAAsB;YAC5B,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,sBAAsB,CAAC,QAAQ,GAAG,qBAAqB,EACzF;YACE,UAAU,CAAC,UAAU,CACjB,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EACzB,SAAS,CAAC,cAAc,CAC3B,CAAC;YACF,qCAAqC;YACrC,IAAI,CAAC,sBAAsB,GAAG;gBAC1B,MAAM,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE;gBAClB,QAAQ,EAAE,OAAO,CAAC,cAAc,EAAE;aACrC,CAAC;SACL;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;IAEM,kBAAkB;QACrB,OAAO,SAAS,CAAC;IACrB,CAAC;CACJ"}
|
|
@@ -0,0 +1,31 @@
|
|
|
1
|
+
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
+
import { disbandMission, requestSpecificUnits } from "../mission.js";
|
|
3
|
+
const SCOUT_MOVE_COOLDOWN_TICKS = 30;
|
|
4
|
+
export class RetreatSquad {
|
|
5
|
+
constructor(unitIds, retreatToPoint) {
|
|
6
|
+
this.unitIds = unitIds;
|
|
7
|
+
this.retreatToPoint = retreatToPoint;
|
|
8
|
+
this.createdAt = null;
|
|
9
|
+
}
|
|
10
|
+
onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness) {
|
|
11
|
+
if (!this.createdAt) {
|
|
12
|
+
this.createdAt = gameApi.getCurrentTick();
|
|
13
|
+
}
|
|
14
|
+
if (mission.getUnitIds().length > 0) {
|
|
15
|
+
// Only send the order once we have managed to claim some units.
|
|
16
|
+
actionsApi.orderUnits(mission.getUnitIds(), OrderType.AttackMove, this.retreatToPoint.x, this.retreatToPoint.y);
|
|
17
|
+
return disbandMission();
|
|
18
|
+
}
|
|
19
|
+
if (this.createdAt && gameApi.getCurrentTick() > this.createdAt + 240) {
|
|
20
|
+
// Disband automatically after 240 ticks in case we couldn't actually claim any units.
|
|
21
|
+
return disbandMission();
|
|
22
|
+
}
|
|
23
|
+
else {
|
|
24
|
+
return requestSpecificUnits(this.unitIds, 1000);
|
|
25
|
+
}
|
|
26
|
+
}
|
|
27
|
+
getGlobalDebugText() {
|
|
28
|
+
return undefined;
|
|
29
|
+
}
|
|
30
|
+
}
|
|
31
|
+
//# sourceMappingURL=retreatSquad.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"retreatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/behaviours/retreatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAuB,MAAM,wBAAwB,CAAC;AAI7F,OAAO,EAA0B,cAAc,EAAE,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAE7F,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,aAA4B,EAC5B,UAAsB,EACtB,OAA8B,EAC9B,cAA8B;QAE9B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;SAC7C;QACD,IAAI,OAAO,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;YACjC,gEAAgE;YAChE,UAAU,CAAC,UAAU,CACjB,OAAO,CAAC,UAAU,EAAE,EACpB,SAAS,CAAC,UAAU,EACpB,IAAI,CAAC,cAAc,CAAC,CAAC,EACrB,IAAI,CAAC,cAAc,CAAC,CAAC,CACxB,CAAC;YACF,OAAO,cAAc,EAAE,CAAC;SAC3B;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,SAAS,GAAG,GAAG,EAAE;YACnE,sFAAsF;YACtF,OAAO,cAAc,EAAE,CAAC;SAC3B;aAAM;YACH,OAAO,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;SACnD;IACL,CAAC;IAEM,kBAAkB;QACrB,OAAO,SAAS,CAAC;IACrB,CAAC;CACJ"}
|