@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.
Files changed (123) hide show
  1. package/.env.template +5 -0
  2. package/README.md +54 -47
  3. package/dist/bot/bot.js +14 -35
  4. package/dist/bot/bot.js.map +1 -1
  5. package/dist/bot/logic/awareness.js +13 -8
  6. package/dist/bot/logic/awareness.js.map +1 -1
  7. package/dist/bot/logic/building/ArtilleryUnit.js +2 -29
  8. package/dist/bot/logic/building/antiAirStaticDefence.js +43 -0
  9. package/dist/bot/logic/building/antiAirStaticDefence.js.map +1 -0
  10. package/dist/bot/logic/building/antiGroundStaticDefence.js +10 -20
  11. package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
  12. package/dist/bot/logic/building/artilleryUnit.js.map +1 -1
  13. package/dist/bot/logic/building/basicAirUnit.js +2 -23
  14. package/dist/bot/logic/building/basicAirUnit.js.map +1 -1
  15. package/dist/bot/logic/building/basicBuilding.js +3 -2
  16. package/dist/bot/logic/building/basicBuilding.js.map +1 -1
  17. package/dist/bot/logic/building/basicGroundUnit.js +2 -43
  18. package/dist/bot/logic/building/basicGroundUnit.js.map +1 -1
  19. package/dist/bot/logic/building/buildingRules.js +15 -9
  20. package/dist/bot/logic/building/buildingRules.js.map +1 -1
  21. package/dist/bot/logic/building/common.js +19 -0
  22. package/dist/bot/logic/building/common.js.map +1 -0
  23. package/dist/bot/logic/building/harvester.js +2 -1
  24. package/dist/bot/logic/building/harvester.js.map +1 -1
  25. package/dist/bot/logic/building/queueController.js +69 -42
  26. package/dist/bot/logic/building/queueController.js.map +1 -1
  27. package/dist/bot/logic/common/utils.js +21 -0
  28. package/dist/bot/logic/common/utils.js.map +1 -1
  29. package/dist/bot/logic/composition/alliedCompositions.js +13 -0
  30. package/dist/bot/logic/composition/alliedCompositions.js.map +1 -0
  31. package/dist/bot/logic/composition/common.js +2 -0
  32. package/dist/bot/logic/composition/common.js.map +1 -0
  33. package/dist/bot/logic/composition/sovietCompositions.js +13 -0
  34. package/dist/bot/logic/composition/sovietCompositions.js.map +1 -0
  35. package/dist/bot/logic/mission/actionBatcher.js +92 -0
  36. package/dist/bot/logic/mission/actionBatcher.js.map +1 -0
  37. package/dist/bot/logic/mission/behaviours/combatSquad.js +124 -0
  38. package/dist/bot/logic/mission/behaviours/combatSquad.js.map +1 -0
  39. package/dist/bot/logic/mission/behaviours/common.js +56 -0
  40. package/dist/bot/logic/mission/behaviours/common.js.map +1 -0
  41. package/dist/bot/logic/mission/behaviours/engineerSquad.js +39 -0
  42. package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +1 -0
  43. package/dist/bot/logic/mission/behaviours/expansionSquad.js +46 -0
  44. package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +1 -0
  45. package/dist/bot/logic/mission/behaviours/retreatSquad.js +31 -0
  46. package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +1 -0
  47. package/{src/bot/logic/squad/behaviours/scoutingSquad.ts → dist/bot/logic/mission/behaviours/scoutingSquad.js} +27 -51
  48. package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +1 -0
  49. package/dist/bot/logic/mission/mission.js +91 -19
  50. package/dist/bot/logic/mission/mission.js.map +1 -1
  51. package/dist/bot/logic/mission/missionController.js +262 -21
  52. package/dist/bot/logic/mission/missionController.js.map +1 -1
  53. package/dist/bot/logic/mission/missions/attackMission.js +113 -39
  54. package/dist/bot/logic/mission/missions/attackMission.js.map +1 -1
  55. package/dist/bot/logic/mission/missions/basicMission.js +13 -0
  56. package/dist/bot/logic/mission/missions/basicMission.js.map +1 -0
  57. package/dist/bot/logic/mission/missions/defenceMission.js +43 -28
  58. package/dist/bot/logic/mission/missions/defenceMission.js.map +1 -1
  59. package/dist/bot/logic/mission/missions/engineerMission.js +37 -7
  60. package/dist/bot/logic/mission/missions/engineerMission.js.map +1 -1
  61. package/dist/bot/logic/mission/missions/expansionMission.js +42 -6
  62. package/dist/bot/logic/mission/missions/expansionMission.js.map +1 -1
  63. package/dist/bot/logic/mission/missions/missionBehaviour.js +2 -0
  64. package/dist/bot/logic/mission/missions/missionBehaviour.js.map +1 -0
  65. package/dist/bot/logic/mission/missions/retreatMission.js +31 -5
  66. package/dist/bot/logic/mission/missions/retreatMission.js.map +1 -1
  67. package/dist/bot/logic/mission/missions/scoutingMission.js +103 -6
  68. package/dist/bot/logic/mission/missions/scoutingMission.js.map +1 -1
  69. package/dist/bot/logic/mission/missions/squads/combatSquad.js +116 -0
  70. package/dist/bot/logic/mission/missions/squads/combatSquad.js.map +1 -0
  71. package/dist/bot/logic/mission/missions/squads/common.js +58 -0
  72. package/dist/bot/logic/mission/missions/squads/common.js.map +1 -0
  73. package/dist/bot/logic/mission/missions/squads/squad.js +2 -0
  74. package/dist/bot/logic/mission/missions/squads/squad.js.map +1 -0
  75. package/dist/bot/logic/squad/squadController.js +6 -2
  76. package/dist/bot/logic/squad/squadController.js.map +1 -1
  77. package/dist/bot/logic/threat/threatCalculator.js +9 -9
  78. package/dist/bot/logic/threat/threatCalculator.js.map +1 -1
  79. package/dist/exampleBot.js +50 -18
  80. package/dist/exampleBot.js.map +1 -1
  81. package/package.json +5 -4
  82. package/src/bot/bot.ts +19 -51
  83. package/src/bot/logic/awareness.ts +34 -22
  84. package/src/bot/logic/building/antiAirStaticDefence.ts +64 -0
  85. package/src/bot/logic/building/antiGroundStaticDefence.ts +7 -20
  86. package/src/bot/logic/building/artilleryUnit.ts +2 -28
  87. package/src/bot/logic/building/basicAirUnit.ts +2 -33
  88. package/src/bot/logic/building/basicBuilding.ts +8 -6
  89. package/src/bot/logic/building/basicGroundUnit.ts +2 -46
  90. package/src/bot/logic/building/buildingRules.ts +15 -9
  91. package/src/bot/logic/building/common.ts +23 -0
  92. package/src/bot/logic/building/harvester.ts +2 -1
  93. package/src/bot/logic/building/queueController.ts +98 -43
  94. package/src/bot/logic/common/utils.ts +28 -0
  95. package/src/bot/logic/composition/alliedCompositions.ts +22 -0
  96. package/src/bot/logic/composition/common.ts +3 -0
  97. package/src/bot/logic/composition/sovietCompositions.ts +21 -0
  98. package/src/bot/logic/{squad/behaviours → mission}/actionBatcher.ts +66 -7
  99. package/src/bot/logic/mission/mission.ts +186 -37
  100. package/src/bot/logic/mission/missionController.ts +340 -31
  101. package/src/bot/logic/mission/missionFactories.ts +3 -3
  102. package/src/bot/logic/mission/missions/attackMission.ts +181 -44
  103. package/src/bot/logic/mission/missions/defenceMission.ts +72 -45
  104. package/src/bot/logic/mission/missions/engineerMission.ts +67 -15
  105. package/src/bot/logic/mission/missions/expansionMission.ts +67 -14
  106. package/src/bot/logic/mission/missions/retreatMission.ts +50 -6
  107. package/src/bot/logic/mission/missions/scoutingMission.ts +138 -14
  108. package/src/bot/logic/{squad/behaviours → mission/missions/squads}/combatSquad.ts +56 -33
  109. package/src/bot/logic/{squad/behaviours → mission/missions/squads}/common.ts +11 -17
  110. package/src/bot/logic/mission/missions/squads/squad.ts +19 -0
  111. package/src/bot/logic/threat/threatCalculator.ts +10 -10
  112. package/src/exampleBot.ts +56 -24
  113. package/.prettierrc +0 -5
  114. package/TODO.md +0 -15
  115. package/rules.ini +0 -23126
  116. package/src/bot/logic/mission/missions/oneTimeMission.ts +0 -33
  117. package/src/bot/logic/squad/behaviours/engineerSquad.ts +0 -58
  118. package/src/bot/logic/squad/behaviours/expansionSquad.ts +0 -64
  119. package/src/bot/logic/squad/behaviours/retreatSquad.ts +0 -50
  120. package/src/bot/logic/squad/squad.ts +0 -165
  121. package/src/bot/logic/squad/squadBehaviour.ts +0 -66
  122. package/src/bot/logic/squad/squadBehaviours.ts +0 -8
  123. package/src/bot/logic/squad/squadController.ts +0 -271
@@ -1,72 +1,306 @@
1
- // Meta-controller for forming and controlling squads.
1
+ // Meta-controller for forming and controlling missions.
2
+ // Missions are groups of zero or more units that aim to accomplish a particular goal.
2
3
 
3
- import { GameApi, PlayerData } from "@chronodivide/game-api";
4
- import { Mission, MissionAction, MissionActionDisband, MissionActionRegisterSquad } from "./mission.js";
5
- import { SquadController } from "../squad/squadController.js";
4
+ import { ActionsApi, GameApi, GameObjectData, ObjectType, PlayerData, UnitData, Vector2 } from "@chronodivide/game-api";
5
+ import {
6
+ Mission,
7
+ MissionAction,
8
+ MissionActionDisband,
9
+ MissionActionGrabFreeCombatants,
10
+ MissionActionReleaseUnits,
11
+ MissionActionRequestSpecificUnits,
12
+ MissionActionRequestUnits,
13
+ MissionWithAction,
14
+ isDisbandMission,
15
+ isGrabCombatants,
16
+ isReleaseUnits,
17
+ isRequestSpecificUnits,
18
+ isRequestUnits,
19
+ } from "./mission.js";
6
20
  import { MatchAwareness } from "../awareness.js";
7
21
  import { MissionFactory, createMissionFactories } from "./missionFactories.js";
22
+ import { ActionBatcher } from "./actionBatcher.js";
23
+ import { countBy, isSelectableCombatant } from "../common/utils.js";
24
+ import { Squad } from "./missions/squads/squad.js";
25
+
26
+ // `missingUnitTypes` priority decays by this much every update loop.
27
+ const MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE = 0.75;
28
+ const MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE = 1;
8
29
 
9
30
  export class MissionController {
10
31
  private missionFactories: MissionFactory[];
11
32
  private missions: Mission<any>[] = [];
12
33
 
34
+ // A mapping of unit IDs to the missions they are assigned to. This may contain units that are dead, but
35
+ // is periodically cleaned in the update loop.
36
+ private unitIdToMission: Map<number, Mission<any>> = new Map();
37
+
38
+ // A mapping of unit types to the highest priority requested for a mission.
39
+ // This decays over time if requests are not 'refreshed' by mission.
40
+ private requestedUnitTypes: Map<string, number> = new Map();
41
+
42
+ // Tracks missions to be externally disbanded the next time the mission update loop occurs.
13
43
  private forceDisbandedMissions: string[] = [];
14
44
 
15
45
  constructor(private logger: (message: string, sayInGame?: boolean) => void) {
16
46
  this.missionFactories = createMissionFactories();
17
47
  }
18
48
 
49
+ private updateUnitIds(gameApi: GameApi) {
50
+ // Check for units in multiple missions, this shouldn't happen.
51
+ this.unitIdToMission = new Map();
52
+ this.missions.forEach((mission) => {
53
+ const toRemove: number[] = [];
54
+ mission.getUnitIds().forEach((unitId) => {
55
+ if (this.unitIdToMission.has(unitId)) {
56
+ this.logger(`WARNING: unit ${unitId} is in multiple missions, please debug.`);
57
+ } else if (!gameApi.getGameObjectData(unitId)) {
58
+ // say, if a unit was killed
59
+ toRemove.push(unitId);
60
+ } else {
61
+ this.unitIdToMission.set(unitId, mission);
62
+ }
63
+ });
64
+ toRemove.forEach((unitId) => mission.removeUnit(unitId));
65
+ });
66
+ }
67
+
19
68
  public onAiUpdate(
20
69
  gameApi: GameApi,
70
+ actionsApi: ActionsApi,
21
71
  playerData: PlayerData,
22
72
  matchAwareness: MatchAwareness,
23
- squadController: SquadController,
24
73
  ) {
25
74
  // Remove inactive missions.
26
75
  this.missions = this.missions.filter((missions) => missions.isActive());
27
76
 
77
+ this.updateUnitIds(gameApi);
78
+
79
+ // Batch actions to reduce spamming of actions for larger armies.
80
+ const actionBatcher = new ActionBatcher();
81
+
28
82
  // Poll missions for requested actions.
29
- const missionActions = this.missions.map((mission) => ({
83
+ const missionActions: MissionWithAction<any>[] = this.missions.map((mission) => ({
30
84
  mission,
31
- action: mission.onAiUpdate(gameApi, playerData, matchAwareness),
85
+ action: mission.onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher),
32
86
  }));
33
87
 
34
88
  // Handle disbands and merges.
35
- const isDisband = (a: MissionAction) => a.type == "disband";
36
89
  const disbandedMissions: Map<string, any> = new Map();
37
- const disbandedMissionsArray: { mission: Mission; reason: any }[] = [];
90
+ const disbandedMissionsArray: { mission: Mission<any>; reason: any }[] = [];
38
91
  this.forceDisbandedMissions.forEach((name) => disbandedMissions.set(name, null));
39
92
  this.forceDisbandedMissions = [];
40
- missionActions
41
- .filter((a) => isDisband(a.action))
42
- .forEach((a) => {
43
- disbandedMissions.set(a.mission.getUniqueName(), (a.action as MissionActionDisband).reason);
93
+ missionActions.filter(isDisbandMission).forEach((a) => {
94
+ this.logger(`Mission ${a.mission.getUniqueName()} disbanding as requested.`);
95
+ a.mission.getUnitIds().forEach((unitId) => {
96
+ this.unitIdToMission.delete(unitId);
97
+ actionsApi.setUnitDebugText(unitId, undefined);
98
+ });
99
+ disbandedMissions.set(a.mission.getUniqueName(), (a.action as MissionActionDisband).reason);
100
+ });
101
+
102
+ // Handle unit requests.
103
+
104
+ // Release units
105
+ missionActions.filter(isReleaseUnits).forEach((a) => {
106
+ a.action.unitIds.forEach((unitId) => {
107
+ if (this.unitIdToMission.get(unitId)?.getUniqueName() === a.mission.getUniqueName()) {
108
+ this.removeUnitFromMission(a.mission, unitId, actionsApi);
109
+ }
44
110
  });
111
+ });
112
+
113
+ // Request specific units by ID
114
+ const unitIdToHighestRequest = missionActions.filter(isRequestSpecificUnits).reduce(
115
+ (prev, missionWithAction) => {
116
+ const { unitIds } = missionWithAction.action;
117
+ unitIds.forEach((unitId) => {
118
+ if (prev.hasOwnProperty(unitId)) {
119
+ if (prev[unitId].action.priority > prev[unitId].action.priority) {
120
+ prev[unitId] = missionWithAction;
121
+ }
122
+ } else {
123
+ prev[unitId] = missionWithAction;
124
+ }
125
+ });
126
+ return prev;
127
+ },
128
+ {} as Record<number, MissionWithAction<MissionActionRequestSpecificUnits>>,
129
+ );
130
+
131
+ // Map of Mission ID to Unit Type to Count.
132
+ const newMissionAssignments = Object.entries(unitIdToHighestRequest)
133
+ .flatMap(([id, request]) => {
134
+ const unitId = Number.parseInt(id);
135
+ const unit = gameApi.getGameObjectData(unitId);
136
+ const { mission: requestingMission } = request;
137
+ const missionName = requestingMission.getUniqueName();
138
+ if (!unit) {
139
+ this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
140
+ return [];
141
+ }
142
+ if (!this.unitIdToMission.has(unitId)) {
143
+ this.addUnitToMission(requestingMission, unit, actionsApi);
144
+ return [{ unitName: unit?.name, mission: requestingMission.getUniqueName() }];
145
+ }
146
+ return [];
147
+ })
148
+ .reduce(
149
+ (acc, curr) => {
150
+ if (!acc[curr.mission]) {
151
+ acc[curr.mission] = {};
152
+ }
153
+ if (!acc[curr.mission][curr.unitName]) {
154
+ acc[curr.mission][curr.unitName] = 0;
155
+ }
156
+ acc[curr.mission][curr.unitName] = acc[curr.mission][curr.unitName] + 1;
157
+ return acc;
158
+ },
159
+ {} as Record<string, Record<string, number>>,
160
+ );
161
+ Object.entries(newMissionAssignments).forEach(([mission, assignments]) => {
162
+ this.logger(
163
+ `Mission ${mission} received: ${Object.entries(assignments)
164
+ .map(([unitType, count]) => unitType + " x " + count)
165
+ .join(", ")}`,
166
+ );
167
+ });
168
+
169
+ // Request units by type - store the highest priority mission for each unit type.
170
+ const unitTypeToHighestRequest = missionActions.filter(isRequestUnits).reduce(
171
+ (prev, missionWithAction) => {
172
+ const { unitNames } = missionWithAction.action;
173
+ unitNames.forEach((unitName) => {
174
+ if (prev.hasOwnProperty(unitName)) {
175
+ if (prev[unitName].action.priority > prev[unitName].action.priority) {
176
+ prev[unitName] = missionWithAction;
177
+ }
178
+ } else {
179
+ prev[unitName] = missionWithAction;
180
+ }
181
+ });
182
+ return prev;
183
+ },
184
+ {} as Record<string, MissionWithAction<MissionActionRequestUnits>>,
185
+ );
186
+
187
+ // Request combat-capable units in an area
188
+ const grabRequests = missionActions.filter(isGrabCombatants);
189
+
190
+ // Find un-assigned units and distribute them among all the requesting missions.
191
+ const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
192
+ type UnitWithMission = {
193
+ unit: GameObjectData;
194
+ mission: Mission<any> | undefined;
195
+ };
196
+ // List of units that are unassigned or not in a locked mission.
197
+ const freeUnits: UnitWithMission[] = unitIds
198
+ .map((unitId) => gameApi.getGameObjectData(unitId))
199
+ .filter((unit): unit is GameObjectData => !!unit)
200
+ .map((unit) => ({
201
+ unit,
202
+ mission: this.unitIdToMission.get(unit.id),
203
+ }))
204
+ .filter((unitWithMission) => !unitWithMission.mission || unitWithMission.mission.isUnitsLocked() === false);
205
+
206
+ // Sort free units so that unassigned units get chosen before assigned (but unlocked) units.
207
+ freeUnits.sort((u1, u2) => (u1.mission?.getPriority() ?? 0) - (u2.mission?.getPriority() ?? 0));
208
+
209
+ type AssignmentWithType = { unitName: string; missionName: string; method: "type" | "grab" };
210
+ const newAssignmentsByType = freeUnits
211
+ .flatMap(({ unit: freeUnit, mission: donatingMission }) => {
212
+ if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
213
+ const { mission: requestingMission } = unitTypeToHighestRequest[freeUnit.name];
214
+ if (donatingMission) {
215
+ if (
216
+ donatingMission === requestingMission ||
217
+ donatingMission.getPriority() > requestingMission.getPriority()
218
+ ) {
219
+ return [];
220
+ }
221
+ this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
222
+ }
223
+ this.logger(
224
+ `granting unit ${freeUnit.id}#${freeUnit.name} to mission ${requestingMission.getUniqueName()}`,
225
+ );
226
+ this.addUnitToMission(requestingMission, freeUnit, actionsApi);
227
+ delete unitTypeToHighestRequest[freeUnit.name];
228
+ return [
229
+ { unitName: freeUnit.name, missionName: requestingMission.getUniqueName(), method: "type" },
230
+ ] as AssignmentWithType[];
231
+ } else if (grabRequests.length > 0) {
232
+ const grantedMission = grabRequests.find((request) => {
233
+ const canGrabUnit = isSelectableCombatant(freeUnit);
234
+ return (
235
+ canGrabUnit &&
236
+ request.action.point.distanceTo(new Vector2(freeUnit.tile.rx, freeUnit.tile.ry)) <=
237
+ request.action.radius
238
+ );
239
+ });
240
+ if (grantedMission) {
241
+ if (donatingMission) {
242
+ if (
243
+ donatingMission === grantedMission.mission ||
244
+ donatingMission.getPriority() > grantedMission.mission.getPriority()
245
+ ) {
246
+ return [];
247
+ }
248
+ this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
249
+ }
250
+ this.addUnitToMission(grantedMission.mission, freeUnit, actionsApi);
251
+ return [
252
+ {
253
+ unitName: freeUnit.name,
254
+ missionName: grantedMission.mission.getUniqueName(),
255
+ method: "grab",
256
+ },
257
+ ] as AssignmentWithType[];
258
+ }
259
+ }
260
+ return [];
261
+ })
262
+ .reduce(
263
+ (acc, curr) => {
264
+ if (!acc[curr.missionName]) {
265
+ acc[curr.missionName] = {};
266
+ }
267
+ if (!acc[curr.missionName][curr.unitName]) {
268
+ acc[curr.missionName][curr.unitName] = { grab: 0, type: 0 };
269
+ }
270
+ acc[curr.missionName][curr.unitName][curr.method] =
271
+ acc[curr.missionName][curr.unitName][curr.method] + 1;
272
+ return acc;
273
+ },
274
+ {} as Record<string, Record<string, Record<"type" | "grab", number>>>,
275
+ );
276
+ Object.entries(newAssignmentsByType).forEach(([mission, assignments]) => {
277
+ this.logger(
278
+ `Mission ${mission} received: ${Object.entries(assignments)
279
+ .flatMap(([unitType, methodToCount]) =>
280
+ Object.entries(methodToCount)
281
+ .filter(([, count]) => count > 0)
282
+ .map(([method, count]) => unitType + " x " + count + " (by " + method + ")"),
283
+ )
284
+ .join(", ")}`,
285
+ );
286
+ });
287
+
288
+ this.updateRequestedUnitTypes(unitTypeToHighestRequest);
45
289
 
46
- // Remove disbanded and merged squads.
290
+ // Send all actions that can be batched together.
291
+ actionBatcher.resolve(actionsApi);
292
+
293
+ // Remove disbanded and merged missions.
47
294
  this.missions
48
295
  .filter((missions) => disbandedMissions.has(missions.getUniqueName()))
49
296
  .forEach((disbandedMission) => {
50
297
  const reason = disbandedMissions.get(disbandedMission.getUniqueName());
51
- this.logger(
52
- `mission disbanded: ${disbandedMission.getUniqueName()}, reason: ${reason}, hasSquad: ${!!disbandedMission.getSquad}`,
53
- );
298
+ this.logger(`mission disbanded: ${disbandedMission.getUniqueName()}, reason: ${reason}`);
54
299
  disbandedMissionsArray.push({ mission: disbandedMission, reason });
55
300
  disbandedMission.endMission(disbandedMissions.get(disbandedMission.getUniqueName()));
56
- disbandedMission.getSquad()?.setMission(null);
57
301
  });
58
302
  this.missions = this.missions.filter((missions) => !disbandedMissions.has(missions.getUniqueName()));
59
303
 
60
- // Register new squads
61
- const isNewSquad = (a: MissionAction) => a.type == "registerSquad";
62
- missionActions
63
- .filter((a) => isNewSquad(a.action))
64
- .forEach((a) => {
65
- const action = a.action as MissionActionRegisterSquad;
66
- squadController.registerSquad(action.squad);
67
- this.logger(`registered a squad: ${action.squad.getName()}`);
68
- });
69
-
70
304
  // Create dynamic missions.
71
305
  this.missionFactories.forEach((missionFactory) => {
72
306
  missionFactory.maybeCreateMissions(gameApi, playerData, matchAwareness, this, this.logger);
@@ -76,12 +310,58 @@ export class MissionController {
76
310
  });
77
311
  }
78
312
 
313
+ private updateRequestedUnitTypes(
314
+ missingUnitTypeToHighestRequest: Record<string, MissionWithAction<MissionActionRequestUnits>>,
315
+ ) {
316
+ // Decay the priority over time.
317
+ const currentUnitTypes = Array.from(this.requestedUnitTypes.keys());
318
+ for (const unitType of currentUnitTypes) {
319
+ const newPriority =
320
+ this.requestedUnitTypes.get(unitType)! * MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE -
321
+ MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE;
322
+ if (newPriority > 0.5) {
323
+ this.requestedUnitTypes.set(unitType, newPriority);
324
+ } else {
325
+ this.requestedUnitTypes.delete(unitType);
326
+ }
327
+ }
328
+ // Add the new missing units to the priority set, if the request is higher than the existing value.
329
+ Object.entries(missingUnitTypeToHighestRequest).forEach(([unitType, request]) => {
330
+ const currentPriority = this.requestedUnitTypes.get(unitType);
331
+ this.requestedUnitTypes.set(
332
+ unitType,
333
+ currentPriority ? Math.max(currentPriority, request.action.priority) : request.action.priority,
334
+ );
335
+ });
336
+ }
337
+
338
+ /**
339
+ * Returns the set of units that have been requested for production by the missions.
340
+ *
341
+ * @returns A map of unit type to the highest priority for that unit type.
342
+ */
343
+ public getRequestedUnitTypes(): Map<string, number> {
344
+ return this.requestedUnitTypes;
345
+ }
346
+
347
+ private addUnitToMission(mission: Mission<any>, unit: GameObjectData, actionsApi: ActionsApi) {
348
+ mission.addUnit(unit.id);
349
+ this.unitIdToMission.set(unit.id, mission);
350
+ actionsApi.setUnitDebugText(unit.id, mission.getUniqueName() + "_" + unit.id);
351
+ }
352
+
353
+ private removeUnitFromMission(mission: Mission<any>, unitId: number, actionsApi: ActionsApi) {
354
+ mission.removeUnit(unitId);
355
+ this.unitIdToMission.delete(unitId);
356
+ actionsApi.setUnitDebugText(unitId, undefined);
357
+ }
358
+
79
359
  /**
80
360
  * Attempts to add a mission to the active set.
81
361
  * @param mission
82
362
  * @returns The mission if it was accepted, or null if it was not.
83
363
  */
84
- public addMission<T>(mission: Mission<T | any>): Mission<T> | null {
364
+ public addMission(mission: Mission<any>): Mission<any> | null {
85
365
  if (this.missions.some((m) => m.getUniqueName() === mission.getUniqueName())) {
86
366
  // reject non-unique mission names
87
367
  return null;
@@ -98,7 +378,36 @@ export class MissionController {
98
378
  this.forceDisbandedMissions.push(missionName);
99
379
  }
100
380
 
101
- public logDebugOutput() {
102
- this.logger(`Missions (${this.missions.length}): ${this.missions.map((m) => m.getUniqueName()).join(", ")}`);
381
+ // return text to display for global debug
382
+ public getGlobalDebugText(gameApi: GameApi): string {
383
+ const unitsInMission = (unitIds: number[]) =>
384
+ countBy(unitIds, (unitId) => gameApi.getGameObjectData(unitId)?.name);
385
+
386
+ let globalDebugText = "";
387
+
388
+ this.missions.forEach((mission) => {
389
+ this.logger(
390
+ `Mission ${mission.getUniqueName()}: ${Object.entries(unitsInMission(mission.getUnitIds()))
391
+ .map(([unitName, count]) => `${unitName} x ${count}`)
392
+ .join(", ")}`,
393
+ );
394
+ const missionDebugText = mission.getGlobalDebugText();
395
+ if (missionDebugText) {
396
+ globalDebugText += mission.getUniqueName() + ": " + missionDebugText + "\n";
397
+ }
398
+ });
399
+ return globalDebugText;
400
+ }
401
+
402
+ public updateDebugText(actionsApi: ActionsApi) {
403
+ this.missions.forEach((mission) => {
404
+ mission
405
+ .getUnitIds()
406
+ .forEach((unitId) => actionsApi.setUnitDebugText(unitId, `${unitId}: ${mission.getUniqueName()}`));
407
+ });
408
+ }
409
+
410
+ public getMissions() {
411
+ return this.missions;
103
412
  }
104
413
  }
@@ -25,7 +25,7 @@ export interface MissionFactory {
25
25
  playerData: PlayerData,
26
26
  matchAwareness: MatchAwareness,
27
27
  missionController: MissionController,
28
- logger: DebugLogger
28
+ logger: DebugLogger,
29
29
  ): void;
30
30
 
31
31
  /**
@@ -35,10 +35,10 @@ export interface MissionFactory {
35
35
  gameApi: GameApi,
36
36
  playerData: PlayerData,
37
37
  matchAwareness: MatchAwareness,
38
- failedMission: Mission,
38
+ failedMission: Mission<any>,
39
39
  failureReason: any,
40
40
  missionController: MissionController,
41
- logger: DebugLogger
41
+ logger: DebugLogger,
42
42
  ): void;
43
43
  }
44
44