@supalosa/chronodivide-bot 0.4.0 → 0.5.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.env.template +5 -0
- package/README.md +54 -47
- package/dist/bot/bot.js +14 -35
- 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/building/ArtilleryUnit.js +2 -29
- 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 +10 -20
- package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
- package/dist/bot/logic/building/artilleryUnit.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/buildingRules.js +15 -9
- 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 +56 -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/squadController.js +6 -2
- package/dist/bot/logic/squad/squadController.js.map +1 -1
- package/dist/bot/logic/threat/threatCalculator.js +9 -9
- package/dist/bot/logic/threat/threatCalculator.js.map +1 -1
- package/dist/exampleBot.js +50 -18
- package/dist/exampleBot.js.map +1 -1
- package/package.json +5 -4
- package/src/bot/bot.ts +19 -51
- 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/threatCalculator.ts +10 -10
- package/src/exampleBot.ts +56 -24
- package/.prettierrc +0 -5
- package/TODO.md +0 -15
- 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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import { Mission } from "../mission.js";
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/**
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* A mission that just delegates to the mission behaviour.
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*/
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export class BasicMission extends Mission {
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constructor(uniqueName, behaviour, logger) {
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super(uniqueName, behaviour, logger);
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}
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_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
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return this.getBehaviour.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, this, matchAwareness, this.logger);
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}
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}
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//# sourceMappingURL=basicMission.js.map
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{"version":3,"file":"basicMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/basicMission.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAuC,MAAM,eAAe,CAAC;AAM7E;;GAEG;AACH,MAAM,OAAgB,YAAwD,SAAQ,OAAa;IAC/F,YAAY,UAAkB,EAAE,SAAY,EAAE,MAAmB;QAC7D,KAAK,CAAC,UAAU,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;IACzC,CAAC;IAED,WAAW,CACP,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,OAAO,IAAI,CAAC,YAAY,CAAC,UAAU,CAC/B,OAAO,EACP,UAAU,EACV,aAAa,EACb,UAAU,EACV,IAAI,EACJ,cAAc,EACd,IAAI,CAAC,MAAM,CACd,CAAC;IACN,CAAC;CACJ"}
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import { Vector2 } from "@chronodivide/game-api";
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import { Mission,
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import {
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import {
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export
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(function (DefenceFailReason) {
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DefenceFailReason[DefenceFailReason["NoTargets"] = 0] = "NoTargets";
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})(DefenceFailReason || (DefenceFailReason = {}));
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import { Mission, grabCombatants, noop, releaseUnits } from "../mission.js";
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import { CombatSquad } from "./squads/combatSquad.js";
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import { isOwnedByNeutral } from "../../common/utils.js";
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export const MAX_PRIORITY = 100;
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export const PRIORITY_INCREASE_PER_TICK_RATIO = 1.025;
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/**
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* A mission that tries to defend a certain area.
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*/
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export class DefenceMission extends Mission {
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constructor(uniqueName, priority, defenceArea, radius, logger) {
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super(uniqueName,
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constructor(uniqueName, priority, rallyArea, defenceArea, radius, logger) {
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super(uniqueName, logger);
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this.priority = priority;
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this.defenceArea = defenceArea;
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this.radius = radius;
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this.squad = new CombatSquad(rallyArea, defenceArea, radius);
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}
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_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
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// Dispatch missions.
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const foundTargets = matchAwareness
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.getHostilesNearPoint2d(this.defenceArea, this.radius)
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.map((unit) => gameApi.getUnitData(unit.unitId))
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.filter((unit) => !isOwnedByNeutral(unit));
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const update = this.squad.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, this, matchAwareness, this.logger);
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if (update.type !== "noop") {
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return update;
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}
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return disbandMission(DefenceFailReason.NoTargets);
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if (foundTargets.length === 0) {
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this.priority = 0;
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if (this.getUnitIds().length > 0) {
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this.logger(`(Defence Mission ${this.getUniqueName()}): No targets found, releasing units.`);
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return releaseUnits(this.getUnitIds());
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}
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else {
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this.logger(`(Defence Mission ${this.getUniqueName()}): Focused on target ${targetUnit?.name} (${foundTargets.length} found in area ${this.radius})`);
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this.combatSquad?.setAttackArea(new Vector2(foundTargets[0].x, foundTargets[0].y));
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return noop();
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}
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}
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else {
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const targetUnit = foundTargets[0];
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this.logger(`(Defence Mission ${this.getUniqueName()}): Focused on target ${targetUnit?.name} (${foundTargets.length} found in area ${this.radius})`);
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this.squad.setAttackArea(new Vector2(foundTargets[0].tile.rx, foundTargets[0].tile.ry));
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this.priority = MAX_PRIORITY; // Math.min(MAX_PRIORITY, this.priority * PRIORITY_INCREASE_PER_TICK_RATIO);
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return grabCombatants(playerData.startLocation, this.priority);
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}
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//return requestUnits(["E1", "E2", "FV", "HTK", "MTNK", "HTNK"], this.priority);
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}
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getGlobalDebugText() {
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return this.squad.getGlobalDebugText() ?? "<none>";
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}
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getPriority() {
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return this.priority;
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}
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}
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const DEFENCE_CHECK_TICKS = 30;
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}
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this.lastDefenceCheckAt = gameApi.getCurrentTick();
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const defendableRadius = DEFENCE_STARTING_RADIUS + DEFENCE_RADIUS_INCREASE_PER_GAME_TICK * gameApi.getCurrentTick();
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const enemiesNearSpawn = matchAwareness
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const enemiesNearSpawn = matchAwareness
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.getHostilesNearPoint2d(playerData.startLocation, defendableRadius)
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.map((unit) => gameApi.getUnitData(unit.unitId))
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.filter((unit) => !isOwnedByNeutral(unit));
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if (enemiesNearSpawn.length > 0) {
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logger(`Starting defence mission, ${enemiesNearSpawn.length} found in radius ${defendableRadius} (tick ${gameApi.getCurrentTick()})`);
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missionController.addMission(new DefenceMission("globalDefence",
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missionController.addMission(new RetreatMission("retreat-from-globalDefence" + gameApi.getCurrentTick(), 100, matchAwareness.getMainRallyPoint(), squad?.getUnitIds() ?? [], logger));
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}));
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missionController.addMission(new DefenceMission("globalDefence", 10, matchAwareness.getMainRallyPoint(), playerData.startLocation, defendableRadius * 1.2, logger));
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}
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}
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onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController) { }
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{"version":3,"file":"defenceMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/defenceMission.ts"],"names":[],"mappings":"AAAA,OAAO,
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{"version":3,"file":"defenceMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/defenceMission.ts"],"names":[],"mappings":"AAAA,OAAO,EAA6C,OAAO,EAAE,MAAM,wBAAwB,CAAC;AAG5F,OAAO,EAAE,OAAO,EAAiB,cAAc,EAAE,IAAI,EAAE,YAAY,EAAgB,MAAM,eAAe,CAAC;AAEzG,OAAO,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AACtD,OAAO,EAAe,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAGtE,MAAM,CAAC,MAAM,YAAY,GAAG,GAAG,CAAC;AAChC,MAAM,CAAC,MAAM,gCAAgC,GAAG,KAAK,CAAC;AAEtD;;GAEG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAoB;IAGpD,YACI,UAAkB,EACV,QAAgB,EACxB,SAAkB,EACV,WAAoB,EACpB,MAAc,EACtB,MAAmB;QAEnB,KAAK,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QANlB,aAAQ,GAAR,QAAQ,CAAQ;QAEhB,gBAAW,GAAX,WAAW,CAAS;QACpB,WAAM,GAAN,MAAM,CAAQ;QAItB,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,SAAS,EAAE,WAAW,EAAE,MAAM,CAAC,CAAC;IACjE,CAAC;IAED,WAAW,CACP,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,qBAAqB;QACrB,MAAM,YAAY,GAAG,cAAc;aAC9B,sBAAsB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC;aACrD,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC/C,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAe,CAAC;QAE7D,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAChC,OAAO,EACP,UAAU,EACV,aAAa,EACb,UAAU,EACV,IAAI,EACJ,cAAc,EACd,IAAI,CAAC,MAAM,CACd,CAAC;QAEF,IAAI,MAAM,CAAC,IAAI,KAAK,MAAM,EAAE;YACxB,OAAO,MAAM,CAAC;SACjB;QAED,IAAI,YAAY,CAAC,MAAM,KAAK,CAAC,EAAE;YAC3B,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC;YAClB,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;gBAC9B,IAAI,CAAC,MAAM,CAAC,oBAAoB,IAAI,CAAC,aAAa,EAAE,uCAAuC,CAAC,CAAC;gBAC7F,OAAO,YAAY,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC,CAAC;aAC1C;iBAAM;gBACH,OAAO,IAAI,EAAE,CAAC;aACjB;SACJ;aAAM;YACH,MAAM,UAAU,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC;YACnC,IAAI,CAAC,MAAM,CACP,oBAAoB,IAAI,CAAC,aAAa,EAAE,wBAAwB,UAAU,EAAE,IAAI,KAC5E,YAAY,CAAC,MACjB,kBAAkB,IAAI,CAAC,MAAM,GAAG,CACnC,CAAC;YACF,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,IAAI,OAAO,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;YACxF,IAAI,CAAC,QAAQ,GAAG,YAAY,CAAC,CAAC,4EAA4E;YAC1G,OAAO,cAAc,CAAC,UAAU,CAAC,aAAa,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SAClE;QACD,gFAAgF;IACpF,CAAC;IAEM,kBAAkB;QACrB,OAAO,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,IAAI,QAAQ,CAAC;IACvD,CAAC;IAEM,WAAW;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;CACJ;AAED,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAE/B,+DAA+D;AAC/D,MAAM,uBAAuB,GAAG,EAAE,CAAC;AACnC,mEAAmE;AACnE,MAAM,qCAAqC,GAAG,KAAK,CAAC;AAEpD,MAAM,OAAO,qBAAqB;IAG9B;QAFQ,uBAAkB,GAAG,CAAC,CAAC;IAEhB,CAAC;IAEhB,OAAO;QACH,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED,mBAAmB,CACf,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,iBAAoC,EACpC,MAAmB;QAEnB,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,kBAAkB,GAAG,mBAAmB,EAAE;YAC1E,OAAO;SACV;QACD,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;QAEnD,MAAM,gBAAgB,GAClB,uBAAuB,GAAG,qCAAqC,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;QAC/F,MAAM,gBAAgB,GAAG,cAAc;aAClC,sBAAsB,CAAC,UAAU,CAAC,aAAa,EAAE,gBAAgB,CAAC;aAClE,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,OAAO,CAAC,WAAW,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;aAC/C,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAe,CAAC;QAE7D,IAAI,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE;YAC7B,MAAM,CACF,6BACI,gBAAgB,CAAC,MACrB,oBAAoB,gBAAgB,UAAU,OAAO,CAAC,cAAc,EAAE,GAAG,CAC5E,CAAC;YACF,iBAAiB,CAAC,UAAU,CACxB,IAAI,cAAc,CACd,eAAe,EACf,EAAE,EACF,cAAc,CAAC,iBAAiB,EAAE,EAClC,UAAU,CAAC,aAAa,EACxB,gBAAgB,GAAG,GAAG,EACtB,MAAM,CACT,CACJ,CAAC;SACL;IACL,CAAC;IAED,eAAe,CACX,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,aAA2B,EAC3B,aAAwB,EACxB,iBAAoC,IAC/B,CAAC;CACb"}
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@@ -1,11 +1,42 @@
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1
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-
import {
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2
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-
import {
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1
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+
import { OrderType } from "@chronodivide/game-api";
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2
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+
import { Mission, disbandMission, noop, requestUnits } from "../mission.js";
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3
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+
const CAPTURE_COOLDOWN_TICKS = 30;
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3
4
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/**
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4
5
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* A mission that tries to send an engineer into a building (e.g. to capture tech building or repair bridge)
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6
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*/
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export class EngineerMission extends
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7
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-
constructor(uniqueName, priority,
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-
super(uniqueName,
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7
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+
export class EngineerMission extends Mission {
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8
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+
constructor(uniqueName, priority, captureTargetId, logger) {
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9
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super(uniqueName, logger);
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this.priority = priority;
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this.captureTargetId = captureTargetId;
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this.hasAttemptedCaptureWith = null;
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}
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_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
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const engineerTypes = ["ENGINEER", "SENGINEER"];
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const engineers = this.getUnitsOfTypes(gameApi, ...engineerTypes);
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if (engineers.length === 0) {
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// Perhaps we deployed already (or the unit was destroyed), end the mission.
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if (this.hasAttemptedCaptureWith !== null) {
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return disbandMission();
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}
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return requestUnits(engineerTypes, this.priority);
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}
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else if (!this.hasAttemptedCaptureWith ||
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gameApi.getCurrentTick() > this.hasAttemptedCaptureWith.gameTick + CAPTURE_COOLDOWN_TICKS) {
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actionsApi.orderUnits(engineers.map((engineer) => engineer.id), OrderType.Capture, this.captureTargetId);
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// Add a cooldown to deploy attempts.
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+
this.hasAttemptedCaptureWith = {
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unitId: engineers[0].id,
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gameTick: gameApi.getCurrentTick(),
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};
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}
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return noop();
|
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}
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getGlobalDebugText() {
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return undefined;
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}
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getPriority() {
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+
return this.priority;
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9
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}
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10
41
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}
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42
|
// Only try to capture tech buildings within this radius of the starting point.
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@@ -28,7 +59,6 @@ export class EngineerMissionFactory {
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28
59
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missionController.addMission(new EngineerMission("capture-" + techBuildingId, 100, techBuildingId, logger));
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60
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});
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30
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}
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-
onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController) {
|
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-
}
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62
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+
onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController) { }
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63
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}
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//# sourceMappingURL=engineerMission.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"engineerMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/engineerMission.ts"],"names":[],"mappings":"
|
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1
|
+
{"version":3,"file":"engineerMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/engineerMission.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAc,MAAM,wBAAwB,CAAC;AACpF,OAAO,EAAE,OAAO,EAAiB,cAAc,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAO3F,MAAM,sBAAsB,GAAG,EAAE,CAAC;AAElC;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,OAAO;IAMxC,YACI,UAAkB,EACV,QAAgB,EAChB,eAAuB,EAC/B,MAAmB;QAEnB,KAAK,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QAJlB,aAAQ,GAAR,QAAQ,CAAQ;QAChB,oBAAe,GAAf,eAAe,CAAQ;QAR3B,4BAAuB,GAGpB,IAAI,CAAC;IAShB,CAAC;IAEM,WAAW,CACd,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,MAAM,aAAa,GAAG,CAAC,UAAU,EAAE,WAAW,CAAC,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,aAAa,CAAC,CAAC;QAClE,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,eAAe,CACvB,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;IAEM,WAAW;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;CACJ;AAED,+EAA+E;AAC/E,MAAM,uBAAuB,GAAG,EAAE,CAAC;AAEnC,MAAM,yBAAyB,GAAG,GAAG,CAAC;AAEtC,MAAM,OAAO,sBAAsB;IAAnC;QACY,gBAAW,GAAG,CAAC,CAAC;IAoC5B,CAAC;IAlCG,OAAO;QACH,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED,mBAAmB,CACf,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,iBAAoC,EACpC,MAAmB;QAEnB,IAAI,CAAC,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,yBAAyB,CAAC,EAAE;YAC5E,OAAO;SACV;QACD,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;QAC5C,MAAM,qBAAqB,GAAG,OAAO,CAAC,eAAe,CACjD,UAAU,CAAC,IAAI,EACf,SAAS,EACT,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,UAAU,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CACjD,CAAC;QAEF,qBAAqB,CAAC,OAAO,CAAC,CAAC,cAAc,EAAE,EAAE;YAC7C,iBAAiB,CAAC,UAAU,CAAC,IAAI,eAAe,CAAC,UAAU,GAAG,cAAc,EAAE,GAAG,EAAE,cAAc,EAAE,MAAM,CAAC,CAAC,CAAC;QAChH,CAAC,CAAC,CAAC;IACP,CAAC;IAED,eAAe,CACX,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,aAA2B,EAC3B,aAAwB,EACxB,iBAAoC,IAC/B,CAAC;CACb"}
|
|
@@ -1,11 +1,48 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import {
|
|
1
|
+
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
+
import { Mission, disbandMission, noop, requestSpecificUnits, requestUnits } from "../mission.js";
|
|
3
|
+
const DEPLOY_COOLDOWN_TICKS = 30;
|
|
3
4
|
/**
|
|
4
5
|
* A mission that tries to create an MCV (if it doesn't exist) and deploy it somewhere it can be deployed.
|
|
5
6
|
*/
|
|
6
|
-
export class ExpansionMission extends
|
|
7
|
+
export class ExpansionMission extends Mission {
|
|
7
8
|
constructor(uniqueName, priority, selectedMcv, logger) {
|
|
8
|
-
super(uniqueName,
|
|
9
|
+
super(uniqueName, logger);
|
|
10
|
+
this.priority = priority;
|
|
11
|
+
this.selectedMcv = selectedMcv;
|
|
12
|
+
this.hasAttemptedDeployWith = null;
|
|
13
|
+
}
|
|
14
|
+
_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
|
|
15
|
+
const mcvTypes = ["AMCV", "SMCV"];
|
|
16
|
+
const mcvs = this.getUnitsOfTypes(gameApi, ...mcvTypes);
|
|
17
|
+
if (mcvs.length === 0) {
|
|
18
|
+
// Perhaps we deployed already (or the unit was destroyed), end the mission.
|
|
19
|
+
if (this.hasAttemptedDeployWith !== null) {
|
|
20
|
+
return disbandMission();
|
|
21
|
+
}
|
|
22
|
+
// We need an mcv!
|
|
23
|
+
if (this.selectedMcv) {
|
|
24
|
+
return requestSpecificUnits([this.selectedMcv], this.priority);
|
|
25
|
+
}
|
|
26
|
+
else {
|
|
27
|
+
return requestUnits(mcvTypes, this.priority);
|
|
28
|
+
}
|
|
29
|
+
}
|
|
30
|
+
else if (!this.hasAttemptedDeployWith ||
|
|
31
|
+
gameApi.getCurrentTick() > this.hasAttemptedDeployWith.gameTick + DEPLOY_COOLDOWN_TICKS) {
|
|
32
|
+
actionsApi.orderUnits(mcvs.map((mcv) => mcv.id), OrderType.DeploySelected);
|
|
33
|
+
// Add a cooldown to deploy attempts.
|
|
34
|
+
this.hasAttemptedDeployWith = {
|
|
35
|
+
unitId: mcvs[0].id,
|
|
36
|
+
gameTick: gameApi.getCurrentTick(),
|
|
37
|
+
};
|
|
38
|
+
}
|
|
39
|
+
return noop();
|
|
40
|
+
}
|
|
41
|
+
getGlobalDebugText() {
|
|
42
|
+
return `Expand with MCV ${this.selectedMcv}`;
|
|
43
|
+
}
|
|
44
|
+
getPriority() {
|
|
45
|
+
return this.priority;
|
|
9
46
|
}
|
|
10
47
|
}
|
|
11
48
|
export class ExpansionMissionFactory {
|
|
@@ -19,7 +56,6 @@ export class ExpansionMissionFactory {
|
|
|
19
56
|
missionController.addMission(new ExpansionMission("expand-with-" + mcv, 100, mcv, logger));
|
|
20
57
|
});
|
|
21
58
|
}
|
|
22
|
-
onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController) {
|
|
23
|
-
}
|
|
59
|
+
onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController) { }
|
|
24
60
|
}
|
|
25
61
|
//# sourceMappingURL=expansionMission.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"expansionMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/expansionMission.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"expansionMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/expansionMission.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAc,MAAM,wBAAwB,CAAC;AACpF,OAAO,EAAE,OAAO,EAAiB,cAAc,EAAE,IAAI,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAOjH,MAAM,qBAAqB,GAAG,EAAE,CAAC;AAEjC;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,OAAO;IAMzC,YACI,UAAkB,EACV,QAAgB,EAChB,WAA0B,EAClC,MAAmB;QAEnB,KAAK,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QAJlB,aAAQ,GAAR,QAAQ,CAAQ;QAChB,gBAAW,GAAX,WAAW,CAAe;QAR9B,2BAAsB,GAGnB,IAAI,CAAC;IAShB,CAAC;IAEM,WAAW,CACd,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,MAAM,QAAQ,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAClC,MAAM,IAAI,GAAG,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,CAAC;QACxD,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,mBAAmB,IAAI,CAAC,WAAW,EAAE,CAAC;IACjD,CAAC;IAEM,WAAW;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;CACJ;AAED,MAAM,OAAO,uBAAuB;IAChC,OAAO;QACH,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAED,mBAAmB,CACf,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,iBAAoC,EACpC,MAAmB;QAEnB,qDAAqD;QACrD,MAAM,IAAI,GAAG,OAAO,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAChE,OAAO,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CACtD,CAAC;QACF,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,EAAE;YACjB,iBAAiB,CAAC,UAAU,CAAC,IAAI,gBAAgB,CAAC,cAAc,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,MAAM,CAAC,CAAC,CAAC;QAC/F,CAAC,CAAC,CAAC;IACP,CAAC;IAED,eAAe,CACX,OAAgB,EAChB,UAAsB,EACtB,cAA8B,EAC9B,aAA2B,EAC3B,aAAwB,EACxB,iBAAoC,IAC/B,CAAC;CACb"}
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"missionBehaviour.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/missionBehaviour.ts"],"names":[],"mappings":""}
|
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@@ -1,8 +1,34 @@
|
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1
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-
import {
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2
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-
import {
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3
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-
export class RetreatMission extends
|
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4
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-
constructor(uniqueName,
|
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5
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-
super(uniqueName,
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1
|
+
import { OrderType } from "@chronodivide/game-api";
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2
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+
import { Mission, disbandMission, requestSpecificUnits } from "../mission.js";
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3
|
+
export class RetreatMission extends Mission {
|
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4
|
+
constructor(uniqueName, retreatToPoint, withUnitIds, logger) {
|
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5
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+
super(uniqueName, logger);
|
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6
|
+
this.retreatToPoint = retreatToPoint;
|
|
7
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+
this.withUnitIds = withUnitIds;
|
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8
|
+
this.createdAt = null;
|
|
9
|
+
}
|
|
10
|
+
_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
|
|
11
|
+
if (!this.createdAt) {
|
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12
|
+
this.createdAt = gameApi.getCurrentTick();
|
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13
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+
}
|
|
14
|
+
if (this.getUnitIds().length > 0) {
|
|
15
|
+
// Only send the order once we have managed to claim some units.
|
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16
|
+
actionsApi.orderUnits(this.getUnitIds(), OrderType.AttackMove, this.retreatToPoint.x, this.retreatToPoint.y);
|
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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
|
+
}
|
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23
|
+
else {
|
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24
|
+
return requestSpecificUnits(this.withUnitIds, 1000);
|
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25
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+
}
|
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26
|
+
}
|
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27
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+
getGlobalDebugText() {
|
|
28
|
+
return `retreat with ${this.withUnitIds.length} units`;
|
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29
|
+
}
|
|
30
|
+
getPriority() {
|
|
31
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+
return 100;
|
|
6
32
|
}
|
|
7
33
|
}
|
|
8
34
|
//# sourceMappingURL=retreatMission.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"retreatMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/retreatMission.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"retreatMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/retreatMission.ts"],"names":[],"mappings":"AACA,OAAO,EAAuB,SAAS,EAAuB,MAAM,wBAAwB,CAAC;AAC7F,OAAO,EAAE,OAAO,EAAiB,cAAc,EAAE,oBAAoB,EAAE,MAAM,eAAe,CAAC;AAI7F,MAAM,OAAO,cAAe,SAAQ,OAAO;IAGvC,YACI,UAAkB,EACV,cAAuB,EACvB,WAAqB,EAC7B,MAAmB;QAEnB,KAAK,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC;QAJlB,mBAAc,GAAd,cAAc,CAAS;QACvB,gBAAW,GAAX,WAAW,CAAU;QALzB,cAAS,GAAkB,IAAI,CAAC;IASxC,CAAC;IAEM,WAAW,CACd,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;SAC7C;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;YAC9B,gEAAgE;YAChE,UAAU,CAAC,UAAU,CACjB,IAAI,CAAC,UAAU,EAAE,EACjB,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,WAAW,EAAE,IAAI,CAAC,CAAC;SACvD;IACL,CAAC;IAEM,kBAAkB;QACrB,OAAO,gBAAgB,IAAI,CAAC,WAAW,CAAC,MAAM,QAAQ,CAAC;IAC3D,CAAC;IAEM,WAAW;QACd,OAAO,GAAG,CAAC;IACf,CAAC;CACJ"}
|
|
@@ -1,12 +1,102 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import {
|
|
1
|
+
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
+
import { Mission, disbandMission, noop, requestUnits } from "../mission.js";
|
|
3
3
|
import { AttackMission } from "./attackMission.js";
|
|
4
|
+
import { getDistanceBetweenTileAndPoint } from "../../map/map.js";
|
|
5
|
+
const SCOUT_MOVE_COOLDOWN_TICKS = 30;
|
|
6
|
+
// Max units to spend on a particular scout target.
|
|
7
|
+
const MAX_ATTEMPTS_PER_TARGET = 5;
|
|
8
|
+
// Maximum ticks to spend trying to scout a target *without making progress towards it*.
|
|
9
|
+
// Every time a unit gets closer to the target, the timer refreshes.
|
|
10
|
+
const MAX_TICKS_PER_TARGET = 600;
|
|
4
11
|
/**
|
|
5
12
|
* A mission that tries to scout around the map with a cheap, fast unit (usually attack dogs)
|
|
6
13
|
*/
|
|
7
|
-
export class ScoutingMission extends
|
|
14
|
+
export class ScoutingMission extends Mission {
|
|
8
15
|
constructor(uniqueName, priority, logger) {
|
|
9
|
-
super(uniqueName,
|
|
16
|
+
super(uniqueName, logger);
|
|
17
|
+
this.priority = priority;
|
|
18
|
+
this.scoutTarget = null;
|
|
19
|
+
this.attemptsOnCurrentTarget = 0;
|
|
20
|
+
this.scoutTargetRefreshedAt = 0;
|
|
21
|
+
this.lastMoveCommandTick = 0;
|
|
22
|
+
this.scoutTargetIsPermanent = false;
|
|
23
|
+
this.hadUnit = false;
|
|
24
|
+
}
|
|
25
|
+
_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
|
|
26
|
+
const scoutNames = ["ADOG", "DOG", "E1", "E2", "FV", "HTK"];
|
|
27
|
+
const scouts = this.getUnitsOfTypes(gameApi, ...scoutNames);
|
|
28
|
+
if ((matchAwareness.getSectorCache().getOverallVisibility() || 0) > 0.9) {
|
|
29
|
+
return disbandMission();
|
|
30
|
+
}
|
|
31
|
+
if (scouts.length === 0) {
|
|
32
|
+
// Count the number of times the scout dies trying to uncover the current scoutTarget.
|
|
33
|
+
if (this.scoutTarget && this.hadUnit) {
|
|
34
|
+
this.attemptsOnCurrentTarget++;
|
|
35
|
+
this.hadUnit = false;
|
|
36
|
+
}
|
|
37
|
+
return requestUnits(scoutNames, this.priority);
|
|
38
|
+
}
|
|
39
|
+
else if (this.scoutTarget) {
|
|
40
|
+
this.hadUnit = true;
|
|
41
|
+
if (!this.scoutTargetIsPermanent) {
|
|
42
|
+
if (this.attemptsOnCurrentTarget > MAX_ATTEMPTS_PER_TARGET) {
|
|
43
|
+
this.logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too many attempts, moving to next`);
|
|
44
|
+
this.setScoutTarget(null, 0);
|
|
45
|
+
return noop();
|
|
46
|
+
}
|
|
47
|
+
if (gameApi.getCurrentTick() > this.scoutTargetRefreshedAt + MAX_TICKS_PER_TARGET) {
|
|
48
|
+
this.logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too long, moving to next`);
|
|
49
|
+
this.setScoutTarget(null, 0);
|
|
50
|
+
return noop();
|
|
51
|
+
}
|
|
52
|
+
}
|
|
53
|
+
const targetTile = gameApi.mapApi.getTile(this.scoutTarget.x, this.scoutTarget.y);
|
|
54
|
+
if (!targetTile) {
|
|
55
|
+
throw new Error(`target tile ${this.scoutTarget.x},${this.scoutTarget.y} does not exist`);
|
|
56
|
+
}
|
|
57
|
+
if (gameApi.getCurrentTick() > this.lastMoveCommandTick + SCOUT_MOVE_COOLDOWN_TICKS) {
|
|
58
|
+
this.lastMoveCommandTick = gameApi.getCurrentTick();
|
|
59
|
+
scouts.forEach((unit) => {
|
|
60
|
+
if (this.scoutTarget) {
|
|
61
|
+
actionsApi.orderUnits([unit.id], OrderType.AttackMove, this.scoutTarget.x, this.scoutTarget.y);
|
|
62
|
+
}
|
|
63
|
+
});
|
|
64
|
+
// Check that a scout is actually moving closer to the target.
|
|
65
|
+
const distances = scouts.map((unit) => getDistanceBetweenTileAndPoint(unit.tile, this.scoutTarget));
|
|
66
|
+
const newMinDistance = Math.min(...distances);
|
|
67
|
+
if (!this.scoutMinDistance || newMinDistance < this.scoutMinDistance) {
|
|
68
|
+
this.logger(`Scout timeout refreshed because unit moved closer to point (${newMinDistance} < ${this.scoutMinDistance})`);
|
|
69
|
+
this.scoutTargetRefreshedAt = gameApi.getCurrentTick();
|
|
70
|
+
this.scoutMinDistance = newMinDistance;
|
|
71
|
+
}
|
|
72
|
+
}
|
|
73
|
+
if (gameApi.mapApi.isVisibleTile(targetTile, playerData.name)) {
|
|
74
|
+
this.logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} successfully scouted, moving to next`);
|
|
75
|
+
this.setScoutTarget(null, gameApi.getCurrentTick());
|
|
76
|
+
}
|
|
77
|
+
}
|
|
78
|
+
else {
|
|
79
|
+
const nextScoutTarget = matchAwareness.getScoutingManager().getNewScoutTarget();
|
|
80
|
+
if (!nextScoutTarget) {
|
|
81
|
+
this.logger(`No more scouting targets available, disbanding.`);
|
|
82
|
+
return disbandMission();
|
|
83
|
+
}
|
|
84
|
+
this.setScoutTarget(nextScoutTarget, gameApi.getCurrentTick());
|
|
85
|
+
}
|
|
86
|
+
return noop();
|
|
87
|
+
}
|
|
88
|
+
setScoutTarget(target, currentTick) {
|
|
89
|
+
this.attemptsOnCurrentTarget = 0;
|
|
90
|
+
this.scoutTargetRefreshedAt = currentTick;
|
|
91
|
+
this.scoutTarget = target?.asVector2() ?? null;
|
|
92
|
+
this.scoutMinDistance = undefined;
|
|
93
|
+
this.scoutTargetIsPermanent = target?.isPermanent ?? false;
|
|
94
|
+
}
|
|
95
|
+
getGlobalDebugText() {
|
|
96
|
+
return "scouting";
|
|
97
|
+
}
|
|
98
|
+
getPriority() {
|
|
99
|
+
return this.priority;
|
|
10
100
|
}
|
|
11
101
|
}
|
|
12
102
|
const SCOUT_COOLDOWN_TICKS = 300;
|
|
@@ -24,13 +114,20 @@ export class ScoutingMissionFactory {
|
|
|
24
114
|
if (!matchAwareness.getScoutingManager().hasScoutTargets()) {
|
|
25
115
|
return;
|
|
26
116
|
}
|
|
27
|
-
if (!missionController.addMission(new ScoutingMission("globalScout",
|
|
117
|
+
if (!missionController.addMission(new ScoutingMission("globalScout", 10, logger))) {
|
|
28
118
|
this.lastScoutAt = gameApi.getCurrentTick();
|
|
29
119
|
}
|
|
30
120
|
}
|
|
31
121
|
onMissionFailed(gameApi, playerData, matchAwareness, failedMission, failureReason, missionController, logger) {
|
|
122
|
+
if (gameApi.getCurrentTick() < this.lastScoutAt + SCOUT_COOLDOWN_TICKS) {
|
|
123
|
+
return;
|
|
124
|
+
}
|
|
125
|
+
if (!matchAwareness.getScoutingManager().hasScoutTargets()) {
|
|
126
|
+
return;
|
|
127
|
+
}
|
|
32
128
|
if (failedMission instanceof AttackMission) {
|
|
33
|
-
missionController.addMission(new ScoutingMission("globalScout",
|
|
129
|
+
missionController.addMission(new ScoutingMission("globalScout", 10, logger));
|
|
130
|
+
this.lastScoutAt = gameApi.getCurrentTick();
|
|
34
131
|
}
|
|
35
132
|
}
|
|
36
133
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"scoutingMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/scoutingMission.ts"],"names":[],"mappings":"
|
|
1
|
+
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@@ -0,0 +1,116 @@
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|
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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
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+
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