@supalosa/chronodivide-bot 0.5.1 → 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/dist/bot/bot.js +0 -5
- package/dist/bot/bot.js.map +1 -1
- package/dist/bot/logic/building/antiGroundStaticDefence.js +3 -16
- package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
- package/dist/bot/logic/building/building.js +11 -55
- package/dist/bot/logic/building/buildingRules.js +6 -5
- package/dist/bot/logic/building/buildingRules.js.map +1 -1
- package/dist/bot/logic/building/massedAntiGroundUnit.js +20 -0
- package/dist/bot/logic/building/queues.js +19 -0
- package/dist/bot/logic/knowledge.js +1 -0
- package/dist/bot/logic/mission/basicMission.js +26 -0
- package/dist/bot/logic/mission/behaviours/combatSquad.js +1 -1
- package/dist/bot/logic/mission/behaviours/combatSquad.js.map +1 -1
- package/dist/bot/logic/mission/behaviours/common.js +3 -5
- package/dist/bot/logic/mission/behaviours/common.js.map +1 -1
- package/dist/bot/logic/mission/expansionMission.js +32 -0
- package/dist/bot/logic/squad/behaviours/actionBatcher.js +36 -0
- package/dist/bot/logic/squad/behaviours/actionBatcher.js.map +1 -0
- package/dist/bot/logic/squad/behaviours/attackSquad.js +56 -63
- package/dist/bot/logic/squad/behaviours/combatSquad.js +25 -21
- package/dist/bot/logic/squad/behaviours/combatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/common.js +26 -11
- package/dist/bot/logic/squad/behaviours/common.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/defenceSquad.js +2 -15
- package/dist/bot/logic/squad/behaviours/engineerSquad.js +4 -2
- package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/expansionSquad.js +4 -2
- package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/retreatSquad.js +4 -1
- package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +25 -18
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +1 -1
- package/dist/bot/logic/squad/behaviours/squadExpansion.js +31 -0
- package/dist/bot/logic/squad/behaviours/squadScouters.js +8 -0
- 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 +21 -5
- package/dist/bot/logic/squad/squadController.js.map +1 -1
- package/dist/bot/logic/threat/threatCalculator.js +4 -4
- package/dist/bot/logic/threat/threatCalculator.js.map +1 -1
- package/dist/exampleBot.js +5 -0
- package/dist/exampleBot.js.map +1 -1
- package/package.json +1 -1
- package/src/bot/bot.ts +0 -6
- package/src/bot/logic/threat/threat.ts +15 -15
- package/src/exampleBot.ts +7 -1
- package/dist/bot/logic/awarenessImpl.js +0 -132
- package/dist/bot/logic/awarenessImpl.js.map +0 -1
- package/dist/bot/logic/building/building.js.map +0 -1
- /package/dist/bot/logic/building/{ArtilleryUnit.js.map → artilleryUnit.js.map} +0 -0
package/dist/bot/bot.js
CHANGED
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@@ -8,7 +8,6 @@ import { formatTimeDuration } from "./logic/common/utils.js";
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const DEBUG_STATE_UPDATE_INTERVAL_SECONDS = 6;
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// Number of ticks per second at the base speed.
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const NATURAL_TICK_RATE = 15;
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const BOT_AUTO_SURRENDER_TIME_SECONDS = 7200; // 7200 = 2 hours (approx 30 mins in real time, given a game speed of 4)
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export class SupalosaBot extends Bot {
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constructor(name, country, tryAllyWith = [], enableLogging = true) {
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super(name, country);
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@@ -42,10 +41,6 @@ export class SupalosaBot extends Bot {
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if (game.getCurrentTick() % this.tickRatio === 0) {
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const myPlayer = game.getPlayerData(this.name);
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this.matchAwareness.onAiUpdate(game, myPlayer);
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if (game.getCurrentTick() / NATURAL_TICK_RATE > BOT_AUTO_SURRENDER_TIME_SECONDS) {
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this.logBotStatus(`Auto-surrendering after ${BOT_AUTO_SURRENDER_TIME_SECONDS} seconds.`);
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this.actionsApi.quitGame();
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-
}
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// hacky resign condition
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const armyUnits = game.getVisibleUnits(this.name, "self", (r) => r.isSelectableCombatant);
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const mcvUnits = game.getVisibleUnits(this.name, "self", (r) => !!r.deploysInto && game.getGeneralRules().baseUnit.includes(r.name));
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package/dist/bot/bot.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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{"version":3,"file":"bot.js","sourceRoot":"","sources":["../../src/bot/bot.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,GAAG,EAAqB,UAAU,EAAE,WAAW,EAAQ,MAAM,wBAAwB,CAAC;AAE7G,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,uBAAuB,CAAC;AACpD,OAAO,EAAE,iBAAiB,EAAE,MAAM,sCAAsC,CAAC;AACzE,OAAO,EAAE,eAAe,EAAE,MAAM,qCAAqC,CAAC;AACtE,OAAO,EAAkB,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1E,OAAO,EAAE,kBAAkB,EAAE,MAAM,yBAAyB,CAAC;AAE7D,MAAM,mCAAmC,GAAG,CAAC,CAAC;AAE9C,gDAAgD;AAChD,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAE7B,MAAM,OAAO,WAAY,SAAQ,GAAG;IAShC,YACI,IAAY,EACZ,OAAe,EACP,cAAwB,EAAE,EAC1B,gBAAgB,IAAI;QAE5B,KAAK,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QAHb,gBAAW,GAAX,WAAW,CAAe;QAC1B,kBAAa,GAAb,aAAa,CAAO;QARxB,0BAAqB,GAAW,CAAC,CAAC;QAElC,mBAAc,GAA0B,IAAI,CAAC;QASjD,IAAI,CAAC,iBAAiB,GAAG,IAAI,iBAAiB,CAAC,CAAC,OAAO,EAAE,SAAS,EAAE,EAAE,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,SAAS,CAAC,CAAC,CAAC;QAC9G,IAAI,CAAC,eAAe,GAAG,IAAI,eAAe,EAAE,CAAC;IACjD,CAAC;IAEQ,WAAW,CAAC,IAAa;QAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACpC,MAAM,MAAM,GAAG,GAAG,CAAC;QACnB,MAAM,OAAO,GAAG,MAAM,GAAG,EAAE,CAAC;QAC5B,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC;QAE/C,IAAI,CAAC,cAAc,GAAG,kBAAkB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACtD,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAE/C,IAAI,CAAC,cAAc,GAAG,IAAI,kBAAkB,CACxC,IAAI,EACJ,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,cAAc,CAAC,EACjD,QAAQ,CAAC,aAAa,EACtB,CAAC,OAAO,EAAE,SAAS,EAAE,EAAE,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,SAAS,CAAC,CAChE,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;QAEhD,IAAI,CAAC,YAAY,CAAC,eAAe,IAAI,CAAC,cAAc,CAAC,KAAK,KAAK,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,CAAC;QAE7F,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,UAAU,EAAE,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,cAAc,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,CAAC;IAC/F,CAAC;IAEQ,UAAU,CAAC,IAAa;QAC7B,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACtB,OAAO;SACV;QAED,MAAM,WAAW,GAAG,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,CAAC;QAEzD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,GAAG,iBAAiB,CAAC,GAAG,mCAAmC,KAAK,CAAC,EAAE;YACzF,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;SAC/B;QAED,IAAI,IAAI,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,SAAU,KAAK,CAAC,EAAE;YAC/C,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAE/C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YAE/C,yBAAyB;YACzB,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,qBAAqB,CAAC,CAAC;YAC1F,MAAM,QAAQ,GAAG,IAAI,CAAC,eAAe,CACjC,IAAI,CAAC,IAAI,EACT,MAAM,EACN,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,WAAW,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAC7E,CAAC;YACF,MAAM,mBAAmB,GAAG,IAAI,CAAC,eAAe,CAC5C,IAAI,CAAC,IAAI,EACT,MAAM,EACN,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,IAAI,UAAU,CAAC,QAAQ,IAAI,CAAC,CAAC,OAAO,IAAI,WAAW,CAAC,IAAI,CACxE,CAAC;YACF,IAAI,SAAS,CAAC,MAAM,IAAI,CAAC,IAAI,mBAAmB,CAAC,MAAM,IAAI,CAAC,IAAI,QAAQ,CAAC,MAAM,IAAI,CAAC,EAAE;gBAClF,IAAI,CAAC,YAAY,CAAC,uCAAuC,CAAC,CAAC;gBAC3D,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC;aAC9B;YAED,8BAA8B;YAC9B,IAAI,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,CAAC,KAAK,CAAC,EAAE;gBACzC,IAAI,CAAC,iBAAiB,CAAC,UAAU,CAAC,IAAI,EAAE,IAAI,CAAC,UAAU,EAAE,QAAQ,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;aAC3F;YAED,MAAM,gBAAgB,GAAG,IAAI,CAAC,iBAAiB,CAAC,qBAAqB,EAAE,CAAC;YAExE,eAAe;YACf,IAAI,CAAC,eAAe,CAAC,UAAU,CAC3B,IAAI,EACJ,IAAI,CAAC,aAAa,EAClB,IAAI,CAAC,UAAU,EACf,QAAQ,EACR,WAAW,EACX,gBAAgB,EAChB,CAAC,OAAO,EAAE,EAAE,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAC1C,CAAC;SACL;IACL,CAAC;IAEO,iBAAiB,CAAC,IAAa;QACnC,OAAO,kBAAkB,CAAC,IAAI,CAAC,cAAc,EAAE,GAAG,iBAAiB,CAAC,CAAC;IACzE,CAAC;IAEO,YAAY,CAAC,OAAe,EAAE,YAAqB,KAAK;QAC5D,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,MAAM,SAAS,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACvD,OAAO,CAAC,GAAG,CAAC,IAAI,SAAS,IAAI,IAAI,CAAC,IAAI,KAAK,OAAO,EAAE,CAAC,CAAC;QACtD,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,GAAG,SAAS,KAAK,OAAO,EAAE,CAAC,CAAC;SACtD;IACL,CAAC;IAEO,gBAAgB,CAAC,IAAa;QAClC,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,EAAE;YACtB,OAAO;SACV;QACD,gCAAgC;QAChC,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/C,MAAM,UAAU,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,MAAM,CAAC;QAEtF,IAAI,eAAe,GAAG,SAAS,QAAQ,CAAC,OAAO,kBAAkB,UAAU,IAAI,CAAC;QAChF,eAAe,IAAI,IAAI,CAAC,eAAe,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAC7F,eAAe,IAAI,IAAI,CAAC,iBAAiB,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC3E,eAAe,IAAI,IAAI,CAAC,cAAc,EAAE,kBAAkB,EAAE,CAAC;QAE7D,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAExD,2BAA2B;QAC3B,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,EAAE;YACxD,IAAI,CAAC,UAAU,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,CAAC,QAAQ,EAAE,CAAC,CAAC;QAChE,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,UAAU,CAAC,kBAAkB,CAAC,eAAe,CAAC,CAAC;IACxD,CAAC;IAEQ,WAAW,CAAC,EAAY;QAC7B,QAAQ,EAAE,CAAC,IAAI,EAAE;YACb,KAAK,YAAY,CAAC,aAAa,CAAC,CAAC;gBAC7B,kCAAkC;gBAClC,IAAI,EAAE,CAAC,YAAY,EAAE,UAAU,IAAI,IAAI,CAAC,IAAI,EAAE;oBAC1C,IAAI,CAAC,qBAAqB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,CAAC;iBAClG;gBACD,MAAM;aACT;YACD;gBACI,MAAM;SACb;IACL,CAAC;CACJ"}
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@@ -1,5 +1,5 @@
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import {
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import {
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import { numBuildingsOwnedOfType } from "./buildingRules.js";
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import { getStaticDefencePlacement } from "./common.js";
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export class AntiGroundStaticDefence {
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constructor(basePriority, baseAmount, groundStrength) {
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this.basePriority = basePriority;
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@@ -7,20 +7,7 @@ export class AntiGroundStaticDefence {
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this.groundStrength = groundStrength;
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}
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getPlacementLocation(game, playerData, technoRules) {
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let startLocation = playerData.startLocation;
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let players = game.getPlayers();
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let enemyFacingLocationCandidates = [];
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for (let i = 0; i < players.length; ++i) {
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let playerName = players[i];
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if (playerName == playerData.name) {
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continue;
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}
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let enemyPlayer = game.getPlayerData(playerName);
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enemyFacingLocationCandidates.push(getPointTowardsOtherPoint(game, startLocation, enemyPlayer.startLocation, 4, 16, 1.5));
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}
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let selectedLocation = enemyFacingLocationCandidates[Math.floor(game.generateRandom() * enemyFacingLocationCandidates.length)];
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return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules, false, 0);
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return getStaticDefencePlacement(game, playerData, technoRules);
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}
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getPriority(game, playerData, technoRules, threatCache) {
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// If the enemy's ground power is increasing we should try to keep up.
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{"version":3,"file":"antiGroundStaticDefence.js","sourceRoot":"","sources":["../../../../src/bot/logic/building/antiGroundStaticDefence.ts"],"names":[],"mappings":"
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{"version":3,"file":"antiGroundStaticDefence.js","sourceRoot":"","sources":["../../../../src/bot/logic/building/antiGroundStaticDefence.ts"],"names":[],"mappings":"AAGA,OAAO,EAAgD,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAC3G,OAAO,EAAE,yBAAyB,EAAE,MAAM,aAAa,CAAC;AAExD,MAAM,OAAO,uBAAuB;IAChC,YACY,YAAoB,EACpB,UAAkB,EAClB,cAAsB;QAFtB,iBAAY,GAAZ,YAAY,CAAQ;QACpB,eAAU,GAAV,UAAU,CAAQ;QAClB,mBAAc,GAAd,cAAc,CAAQ;IAC/B,CAAC;IAEJ,oBAAoB,CAChB,IAAa,EACb,UAAsB,EACtB,WAAwB;QAExB,OAAO,yBAAyB,CAAC,IAAI,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IACpE,CAAC;IAED,WAAW,CACP,IAAa,EACb,UAAsB,EACtB,WAAwB,EACxB,WAAgC;QAEhC,sEAAsE;QACtE,IAAI,WAAW,EAAE;YACb,IAAI,WAAW,GACX,WAAW,CAAC,iCAAiC,GAAG,WAAW,CAAC,mBAAmB,GAAG,IAAI,CAAC,cAAc,CAAC;YAC1G,IAAI,WAAW,CAAC,wBAAwB,GAAG,WAAW,GAAG,GAAG,EAAE;gBAC1D,OAAO,IAAI,CAAC,YAAY,GAAG,CAAC,WAAW,CAAC,wBAAwB,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC;aAChG;iBAAM;gBACH,OAAO,CAAC,CAAC;aACZ;SACJ;QACD,MAAM,eAAe,GAAG,CAAC,IAAI,CAAC,cAAc,GAAG,WAAW,CAAC,IAAI,CAAC,GAAG,IAAI,CAAC;QACxE,MAAM,QAAQ,GAAG,uBAAuB,CAAC,IAAI,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;QACxE,OAAO,IAAI,CAAC,YAAY,GAAG,CAAC,GAAG,GAAG,QAAQ,GAAG,IAAI,CAAC,UAAU,CAAC,GAAG,eAAe,CAAC;IACpF,CAAC;IAED,WAAW,CACP,IAAa,EACb,UAAsB,EACtB,WAAwB,EACxB,WAAgC;QAEhC,OAAO,IAAI,CAAC;IAChB,CAAC;CACJ"}
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import { ObjectType, } from "@chronodivide/game-api";
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import { AntiGroundStaticDefence } from "./antiGroundStaticDefence.js";
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import { ArtilleryUnit } from "./ArtilleryUnit.js";
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import { BasicAirUnit } from "./basicAirUnit.js";
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@@ -13,65 +12,23 @@ export function numBuildingsOwnedOfType(game, playerData, technoRules) {
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export function numBuildingsOwnedOfName(game, playerData, name) {
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return game.getVisibleUnits(playerData.name, "self", (r) => r.name === name).length;
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}
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function computeAdjacentRect(point, t, adjacent) {
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return {
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x: point.x - adjacent,
|
|
19
|
-
y: point.y - adjacent,
|
|
20
|
-
width: t.width + 2 * adjacent,
|
|
21
|
-
height: t.height + 2 * adjacent
|
|
22
|
-
};
|
|
23
|
-
}
|
|
24
|
-
export function getAdjacencyTiles(game, playerData, technoRules) {
|
|
25
|
-
let tiles = [];
|
|
26
|
-
let buildings = game.getVisibleUnits(playerData.name, "self", (tech) => { return tech.type === ObjectType.Building; });
|
|
27
|
-
for (let i in buildings) {
|
|
28
|
-
let building = game.getUnitData(buildings[i]);
|
|
29
|
-
if (building?.rules?.baseNormal) {
|
|
30
|
-
let foundation = building?.foundation;
|
|
31
|
-
let range = computeAdjacentRect({ x: building?.tile.rx, y: building?.tile.ry }, { width: foundation?.width, height: foundation?.height }, technoRules.adjacent);
|
|
32
|
-
let baseTile = game.mapApi.getTile(range.x, range.y);
|
|
33
|
-
if (!baseTile) {
|
|
34
|
-
continue;
|
|
35
|
-
}
|
|
36
|
-
tiles.push(...game.mapApi.getTilesInRect(baseTile, { width: range.width, height: range.height }));
|
|
37
|
-
}
|
|
38
|
-
}
|
|
39
|
-
return tiles;
|
|
40
|
-
}
|
|
41
|
-
function getTileDistances(startPoint, tiles) {
|
|
42
|
-
let ret = [];
|
|
43
|
-
for (let i in tiles) {
|
|
44
|
-
let currentTile = tiles[i];
|
|
45
|
-
ret.push({
|
|
46
|
-
tile: currentTile,
|
|
47
|
-
distance: distance(currentTile.rx, currentTile.ry, startPoint.x, startPoint.y)
|
|
48
|
-
});
|
|
49
|
-
}
|
|
50
|
-
ret.sort((a, b) => {
|
|
51
|
-
return a.distance - b.distance;
|
|
52
|
-
});
|
|
53
|
-
return ret;
|
|
54
|
-
}
|
|
55
|
-
function distance(x1, y1, x2, y2) {
|
|
56
|
-
var dx = x1 - x2;
|
|
57
|
-
var dy = y1 - y2;
|
|
58
|
-
let tmp = dx * dx + dy * dy;
|
|
59
|
-
if (0 === tmp) {
|
|
60
|
-
return 0;
|
|
61
|
-
}
|
|
62
|
-
return Math.sqrt(tmp);
|
|
63
|
-
}
|
|
64
15
|
export function getDefaultPlacementLocation(game, playerData, startPoint, technoRules, space = 1) {
|
|
65
16
|
// Random location, preferably near start location.
|
|
17
|
+
let startX = startPoint.x;
|
|
18
|
+
let startY = startPoint.y;
|
|
66
19
|
let size = game.getBuildingPlacementData(technoRules.name);
|
|
67
20
|
if (!size) {
|
|
68
21
|
return undefined;
|
|
69
22
|
}
|
|
70
|
-
let
|
|
71
|
-
let
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
23
|
+
let largestSize = Math.max(size.foundation.height, size.foundation.width);
|
|
24
|
+
for (let searchRadius = largestSize; searchRadius < 25 + largestSize; ++searchRadius) {
|
|
25
|
+
for (let xx = startX - searchRadius; xx < startX + searchRadius; ++xx) {
|
|
26
|
+
for (let yy = startY - searchRadius; yy < startY + searchRadius; ++yy) {
|
|
27
|
+
let tile = game.mapApi.getTile(xx, yy);
|
|
28
|
+
if (tile && game.canPlaceBuilding(playerData.name, technoRules.name, tile)) {
|
|
29
|
+
return { rx: xx, ry: yy };
|
|
30
|
+
}
|
|
31
|
+
}
|
|
75
32
|
}
|
|
76
33
|
}
|
|
77
34
|
return undefined;
|
|
@@ -123,4 +80,3 @@ export const BUILDING_NAME_TO_RULES = new Map([
|
|
|
123
80
|
["ZEP", new BasicAirUnit(5, 1, 5, 1)],
|
|
124
81
|
["V3", new ArtilleryUnit(9, 1)], // V3 Rocket Launcher
|
|
125
82
|
]);
|
|
126
|
-
//# sourceMappingURL=building.js.map
|
|
@@ -132,8 +132,9 @@ export const BUILDING_NAME_TO_RULES = new Map([
|
|
|
132
132
|
["AMRADR", new BasicBuilding(10, 1, 500)],
|
|
133
133
|
["GATECH", new BasicBuilding(20, 1, 4000)],
|
|
134
134
|
["GAYARD", new BasicBuilding(0, 0, 0)],
|
|
135
|
-
["GAPILL", new AntiGroundStaticDefence(
|
|
136
|
-
["ATESLA", new AntiGroundStaticDefence(
|
|
135
|
+
["GAPILL", new AntiGroundStaticDefence(2, 1, 5)],
|
|
136
|
+
["ATESLA", new AntiGroundStaticDefence(2, 1, 10)],
|
|
137
|
+
["NASAM", new AntiAirStaticDefence(2, 1, 5)],
|
|
137
138
|
["GAWALL", new AntiGroundStaticDefence(0, 0, 0)],
|
|
138
139
|
["E1", new BasicGroundUnit(2, 2, 0.2, 0)],
|
|
139
140
|
["ENGINEER", new BasicGroundUnit(1, 0, 0)],
|
|
@@ -156,9 +157,9 @@ export const BUILDING_NAME_TO_RULES = new Map([
|
|
|
156
157
|
["NANRCT", new PowerPlant()],
|
|
157
158
|
["NAYARD", new BasicBuilding(0, 0, 0)],
|
|
158
159
|
["NATECH", new BasicBuilding(20, 1, 4000)],
|
|
159
|
-
["NALASR", new AntiGroundStaticDefence(
|
|
160
|
-
["NAFLAK", new AntiAirStaticDefence(
|
|
161
|
-
["TESLA", new AntiGroundStaticDefence(
|
|
160
|
+
["NALASR", new AntiGroundStaticDefence(2, 1, 5)],
|
|
161
|
+
["NAFLAK", new AntiAirStaticDefence(2, 1, 5)],
|
|
162
|
+
["TESLA", new AntiGroundStaticDefence(2, 1, 10)],
|
|
162
163
|
["NAWALL", new AntiGroundStaticDefence(0, 0, 0)],
|
|
163
164
|
["E2", new BasicGroundUnit(2, 2, 0.2, 0)],
|
|
164
165
|
["SENGINEER", new BasicGroundUnit(1, 0, 0)],
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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+
{"version":3,"file":"buildingRules.js","sourceRoot":"","sources":["../../../../src/bot/logic/building/buildingRules.ts"],"names":[],"mappings":"AAAA,OAAO,EAGH,QAAQ,EACR,QAAQ,EACR,UAAU,EAKV,OAAO,GACV,MAAM,wBAAwB,CAAC;AAEhC,OAAO,EAAE,uBAAuB,EAAE,MAAM,8BAA8B,CAAC;AACvE,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,EAAE,UAAU,EAAE,MAAM,iBAAiB,CAAC;AAC7C,OAAO,EAAE,0BAA0B,EAAE,MAAM,iCAAiC,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,MAAM,EAAE,MAAM,oBAAoB,CAAC;AAC5C,OAAO,EAAE,oBAAoB,EAAE,MAAM,2BAA2B,CAAC;AAwBjE,MAAM,UAAU,uBAAuB,CAAC,IAAa,EAAE,UAAsB,EAAE,WAAwB;IACnG,OAAO,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,IAAI,WAAW,CAAC,CAAC,MAAM,CAAC;AACzF,CAAC;AAED,MAAM,UAAU,uBAAuB,CAAC,IAAa,EAAE,UAAsB,EAAE,IAAY;IACvF,OAAO,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,MAAM,CAAC;AACxF,CAAC;AAED;;;;;;;;;;;GAWG;AACH,SAAS,mBAAmB,CAAC,KAAc,EAAE,CAAO,EAAE,QAAgB,EAAE,eAAsB;IAC1F,OAAO;QACH,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,QAAQ,GAAG,CAAC,eAAe,EAAE,KAAK,IAAI,CAAC,CAAC;QACrD,CAAC,EAAE,KAAK,CAAC,CAAC,GAAG,QAAQ,GAAG,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC,CAAC;QACtD,KAAK,EAAE,CAAC,CAAC,KAAK,GAAG,CAAC,GAAG,QAAQ,GAAG,CAAC,eAAe,EAAE,KAAK,IAAI,CAAC,CAAC;QAC7D,MAAM,EAAE,CAAC,CAAC,MAAM,GAAG,CAAC,GAAG,QAAQ,GAAG,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC,CAAC;KACnE,CAAC;AACN,CAAC;AAED,MAAM,UAAU,iBAAiB,CAC7B,IAAa,EACb,UAAsB,EACtB,WAAwB,EACxB,OAAgB,EAChB,YAAoB;IAEpB,MAAM,cAAc,GAAG,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;IACvE,MAAM,EAAE,KAAK,EAAE,gBAAgB,EAAE,MAAM,EAAE,iBAAiB,EAAE,GAAG,cAAc,CAAC,UAAU,CAAC;IACzF,MAAM,KAAK,GAAG,EAAE,CAAC;IACjB,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,CAAc,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,UAAU,CAAC,QAAQ,CAAC,CAAC;IACpH,MAAM,YAAY,GAAG,IAAI,GAAG,EAAU,CAAC;IACvC,KAAK,IAAI,UAAU,IAAI,SAAS,EAAE;QAC9B,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,UAAU,CAAC,CAAC;QAC9C,IAAI,CAAC,QAAQ,EAAE,KAAK,EAAE,UAAU,EAAE;YAC9B,wDAAwD;YACxD,SAAS;SACZ;QACD,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,QAAQ,CAAC;QACtC,MAAM,YAAY,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QACnD,MAAM,YAAY,GAAG;YACjB,KAAK,EAAE,UAAU,EAAE,KAAK;YACxB,MAAM,EAAE,UAAU,EAAE,MAAM;SAC7B,CAAC;QACF,MAAM,KAAK,GAAG,mBAAmB,CAAC,YAAY,EAAE,YAAY,EAAE,WAAW,CAAC,QAAQ,EAAE,cAAc,CAAC,UAAU,CAAC,CAAC;QAC/G,MAAM,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC;QACvD,IAAI,CAAC,QAAQ,EAAE;YACX,SAAS;SACZ;QACD,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM;aAC5B,cAAc,CAAC,QAAQ,EAAE;YACtB,KAAK,EAAE,KAAK,CAAC,KAAK;YAClB,MAAM,EAAE,KAAK,CAAC,MAAM;SACvB,CAAC;aACD,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,QAAQ,KAAK,QAAQ,CAAC,KAAK,CAAC,CAAC;QACpE,KAAK,CAAC,IAAI,CAAC,GAAG,aAAa,CAAC,CAAC;QAE7B,+FAA+F;QAC/F,MAAM,YAAY,GAAG,IAAI,OAAO,CAC5B,YAAY,CAAC,CAAC,GAAG,CAAC,gBAAgB,GAAG,CAAC,CAAC,EACvC,YAAY,CAAC,CAAC,GAAG,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAC3C,CAAC;QACF,MAAM,YAAY,GAAG;YACjB,KAAK,EAAE,YAAY,CAAC,KAAK,GAAG,CAAC,gBAAgB,GAAG,CAAC,CAAC;YAClD,MAAM,EAAE,YAAY,CAAC,MAAM,GAAG,CAAC,iBAAiB,GAAG,CAAC,CAAC;SACxD,CAAC;QACF,MAAM,WAAW,GAAG,mBAAmB,CAAC,YAAY,EAAE,YAAY,EAAE,YAAY,CAAC,CAAC;QAClF,MAAM,aAAa,GAAG,aAAa,CAAC,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE;YAChD,OAAO,CACH,IAAI,CAAC,EAAE,IAAI,WAAW,CAAC,CAAC;gBACxB,IAAI,CAAC,EAAE,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,KAAK;gBAC3C,IAAI,CAAC,EAAE,IAAI,WAAW,CAAC,CAAC;gBACxB,IAAI,CAAC,EAAE,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,MAAM,CAC/C,CAAC;QACN,CAAC,CAAC,CAAC;QACH,aAAa,CAAC,OAAO,CAAC,CAAC,YAAY,EAAE,EAAE,CAAC,YAAY,CAAC,GAAG,CAAC,YAAY,CAAC,EAAE,CAAC,CAAC,CAAC;KAC9E;IACD,0BAA0B;IAC1B,MAAM,qBAAqB,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,IAAI,EAAE,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAC/D,sFAAsF;IACtF,OAAO,qBAAqB,CAAC,MAAM,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,YAAY,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC;AAC9E,CAAC;AAED,SAAS,gBAAgB,CAAC,UAAmB,EAAE,KAAa;IACxD,OAAO,KAAK;SACP,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC;QACZ,IAAI;QACJ,QAAQ,EAAE,QAAQ,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,CAAC,CAAC;KACnE,CAAC,CAAC;SACF,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;QACX,OAAO,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC,QAAQ,CAAC;IACnC,CAAC,CAAC,CAAC;AACX,CAAC;AAED,SAAS,QAAQ,CAAC,EAAU,EAAE,EAAU,EAAE,EAAU,EAAE,EAAU;IAC5D,IAAI,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;IACjB,IAAI,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;IACjB,IAAI,GAAG,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,CAAC;IAC5B,IAAI,CAAC,KAAK,GAAG,EAAE;QACX,OAAO,CAAC,CAAC;KACZ;IACD,OAAO,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;AAC9B,CAAC;AAED,MAAM,UAAU,2BAA2B,CACvC,IAAa,EACb,UAAsB,EACtB,UAAmB,EACnB,WAAwB,EACxB,UAAmB,KAAK,EACxB,WAAmB,CAAC;IAEpB,+CAA+C;IAC/C,MAAM,IAAI,GAA0B,IAAI,CAAC,wBAAwB,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;IACpF,IAAI,CAAC,IAAI,EAAE;QACP,OAAO,SAAS,CAAC;KACpB;IACD,MAAM,KAAK,GAAG,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,WAAW,EAAE,OAAO,EAAE,QAAQ,CAAC,CAAC;IAClF,MAAM,aAAa,GAAG,gBAAgB,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;IAE1D,KAAK,IAAI,YAAY,IAAI,aAAa,EAAE;QACpC,IAAI,YAAY,CAAC,IAAI,IAAI,IAA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|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
import { numBuildingsOwnedOfType } from "./building.js";
|
|
2
|
+
export class MassedAntiGroundUnit {
|
|
3
|
+
constructor(basePriority, baseAmount) {
|
|
4
|
+
this.basePriority = basePriority;
|
|
5
|
+
this.baseAmount = baseAmount;
|
|
6
|
+
}
|
|
7
|
+
getPlacementLocation(game, playerData, technoRules) {
|
|
8
|
+
return undefined;
|
|
9
|
+
}
|
|
10
|
+
getPriority(game, playerData, technoRules, threatCache) {
|
|
11
|
+
// If the enemy's ground power is increasing we should try to keep up.
|
|
12
|
+
if (threatCache) {
|
|
13
|
+
if (threatCache.totalAvailableAntiGroundFirepower * threatCache.certainty > threatCache.totalAvailableAntiGroundFirepower) {
|
|
14
|
+
return this.basePriority * (threatCache.totalAvailableAntiGroundFirepower / Math.max(1, threatCache.totalAvailableAntiGroundFirepower));
|
|
15
|
+
}
|
|
16
|
+
}
|
|
17
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
18
|
+
return this.basePriority * (1.0 - (numOwned / this.baseAmount));
|
|
19
|
+
}
|
|
20
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
import { QueueType } from "@chronodivide/game-api";
|
|
2
|
+
export const queueTypeToName = (queue) => {
|
|
3
|
+
switch (queue) {
|
|
4
|
+
case QueueType.Structures:
|
|
5
|
+
return "Structures";
|
|
6
|
+
case QueueType.Armory:
|
|
7
|
+
return "Armory";
|
|
8
|
+
case QueueType.Infantry:
|
|
9
|
+
return "Infantry";
|
|
10
|
+
case QueueType.Vehicles:
|
|
11
|
+
return "Vehicles";
|
|
12
|
+
case QueueType.Aircrafts:
|
|
13
|
+
return "Aircrafts";
|
|
14
|
+
case QueueType.Ships:
|
|
15
|
+
return "Ships";
|
|
16
|
+
default:
|
|
17
|
+
return "Unknown";
|
|
18
|
+
}
|
|
19
|
+
};
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
// A basic mission requests specific units.
|
|
2
|
+
export class BasicMission {
|
|
3
|
+
constructor(uniqueName, priority = 1, squads = []) {
|
|
4
|
+
this.uniqueName = uniqueName;
|
|
5
|
+
this.priority = priority;
|
|
6
|
+
this.squads = squads;
|
|
7
|
+
}
|
|
8
|
+
getUniqueName() {
|
|
9
|
+
return this.uniqueName;
|
|
10
|
+
}
|
|
11
|
+
isActive() {
|
|
12
|
+
return true;
|
|
13
|
+
}
|
|
14
|
+
removeSquad(squad) {
|
|
15
|
+
this.squads = this.squads.filter((s) => s != squad);
|
|
16
|
+
}
|
|
17
|
+
addSquad(squad) {
|
|
18
|
+
if (!this.squads.find((s) => s == squad)) {
|
|
19
|
+
this.squads.push(squad);
|
|
20
|
+
}
|
|
21
|
+
}
|
|
22
|
+
getSquads() {
|
|
23
|
+
return this.squads;
|
|
24
|
+
}
|
|
25
|
+
onSquadAdded(gameApi, playerData, threatData) { }
|
|
26
|
+
}
|
|
@@ -57,7 +57,7 @@ export class CombatSquad {
|
|
|
57
57
|
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
58
58
|
maxDistance > requiredGatherRadius) {
|
|
59
59
|
units.forEach((unit) => {
|
|
60
|
-
|
|
60
|
+
actionBatcher.push(manageMoveMicro(unit, centerOfMass));
|
|
61
61
|
});
|
|
62
62
|
}
|
|
63
63
|
else {
|
|
@@ -1 +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,
|
|
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,aAAa,CAAC,IAAI,CAAC,eAAe,CAAC,IAAI,EAAE,YAAY,CAAC,CAAC,CAAC;oBAC5D,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"}
|
|
@@ -1,14 +1,12 @@
|
|
|
1
1
|
import { AttackState, ObjectType, OrderType, StanceType, Vector2, ZoneType } from "@chronodivide/game-api";
|
|
2
2
|
import { getDistanceBetweenPoints, getDistanceBetweenUnits } from "../../map/map.js";
|
|
3
3
|
import { BatchableAction } from "../actionBatcher.js";
|
|
4
|
-
const NONCE_GI_DEPLOY = 0;
|
|
5
|
-
const NONCE_GI_UNDEPLOY = 1;
|
|
6
4
|
// Micro methods
|
|
7
5
|
export function manageMoveMicro(attacker, attackPoint) {
|
|
8
6
|
if (attacker.name === "E1") {
|
|
9
7
|
const isDeployed = attacker.stance === StanceType.Deployed;
|
|
10
8
|
if (isDeployed) {
|
|
11
|
-
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected
|
|
9
|
+
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected);
|
|
12
10
|
}
|
|
13
11
|
}
|
|
14
12
|
return BatchableAction.toPoint(attacker.id, OrderType.AttackMove, attackPoint);
|
|
@@ -20,10 +18,10 @@ export function manageAttackMicro(attacker, target) {
|
|
|
20
18
|
const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
|
|
21
19
|
const isDeployed = attacker.stance === StanceType.Deployed;
|
|
22
20
|
if (!isDeployed && (distance <= deployedWeaponRange || attacker.attackState === AttackState.JustFired)) {
|
|
23
|
-
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected
|
|
21
|
+
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected);
|
|
24
22
|
}
|
|
25
23
|
else if (isDeployed && distance > deployedWeaponRange) {
|
|
26
|
-
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected
|
|
24
|
+
return BatchableAction.noTarget(attacker.id, OrderType.DeploySelected);
|
|
27
25
|
}
|
|
28
26
|
}
|
|
29
27
|
let targetData = target;
|
|
@@ -1 +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,
|
|
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,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,CAAC,CAAC;SAC1E;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,CAAC,CAAC;SAC1E;aAAM,IAAI,UAAU,IAAI,QAAQ,GAAG,mBAAmB,EAAE;YACrD,OAAO,eAAe,CAAC,QAAQ,CAAC,QAAQ,CAAC,EAAE,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;SAC1E;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 +1,32 @@
|
|
|
1
|
+
import { Mission, disbandMission, noop } from "./mission.js";
|
|
2
|
+
import { SquadExpansion } from "../squad/behaviours/expansionSquad.js";
|
|
3
|
+
import { Squad } from "../squad/squad.js";
|
|
4
|
+
/**
|
|
5
|
+
* A mission that tries to create an MCV (if it doesn't exist) and deploy it somewhere it can be deployed.
|
|
6
|
+
*/
|
|
7
|
+
export class ExpansionMission extends Mission {
|
|
8
|
+
constructor(uniqueName, priority) {
|
|
9
|
+
super(uniqueName, priority);
|
|
10
|
+
this.hadSquad = false;
|
|
11
|
+
}
|
|
12
|
+
onAiUpdate(gameApi, playerData, threatData) {
|
|
13
|
+
if (this.getSquad() === null) {
|
|
14
|
+
if (!this.hadSquad) {
|
|
15
|
+
this.hadSquad = true;
|
|
16
|
+
return this.setSquad(new Squad(this.getUniqueName(), new SquadExpansion(), this));
|
|
17
|
+
}
|
|
18
|
+
else {
|
|
19
|
+
return disbandMission();
|
|
20
|
+
}
|
|
21
|
+
}
|
|
22
|
+
else {
|
|
23
|
+
return noop();
|
|
24
|
+
}
|
|
25
|
+
}
|
|
26
|
+
}
|
|
27
|
+
export class ExpansionMissionFactory {
|
|
28
|
+
maybeCreateMission(gameApi, playerData, threatData, existingMissions) {
|
|
29
|
+
// No auto-expansion missions.
|
|
30
|
+
return null;
|
|
31
|
+
}
|
|
32
|
+
}
|
|
@@ -0,0 +1,36 @@
|
|
|
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
|
+
export class ActionBatcher {
|
|
5
|
+
constructor() {
|
|
6
|
+
this.actions = [];
|
|
7
|
+
}
|
|
8
|
+
push(action) {
|
|
9
|
+
this.actions.push(action);
|
|
10
|
+
}
|
|
11
|
+
resolve(actionsApi) {
|
|
12
|
+
const groupedCommands = groupBy(this.actions, (action) => action.orderType.valueOf().toString());
|
|
13
|
+
const vectorToStr = (v) => v.x + "," + v.y;
|
|
14
|
+
const strToVector = (str) => {
|
|
15
|
+
const [x, y] = str.split(",");
|
|
16
|
+
return new Vector2(parseInt(x), parseInt(y));
|
|
17
|
+
};
|
|
18
|
+
// Group by command type.
|
|
19
|
+
Object.entries(groupedCommands).forEach(([commandValue, commands]) => {
|
|
20
|
+
// i hate this
|
|
21
|
+
const commandType = parseInt(commandValue);
|
|
22
|
+
// Group by command target ID.
|
|
23
|
+
const byTarget = groupBy(commands.filter((command) => !!command.targetId), (command) => command.targetId?.toString());
|
|
24
|
+
Object.entries(byTarget).forEach(([targetId, unitCommands]) => {
|
|
25
|
+
actionsApi.orderUnits(unitCommands.map((command) => command.unitId), commandType, parseInt(targetId));
|
|
26
|
+
});
|
|
27
|
+
// Group by position (the vector is encoded as a string of the form "x,y")
|
|
28
|
+
const byPosition = groupBy(commands.filter((command) => !!command.point), (command) => vectorToStr(command.point));
|
|
29
|
+
Object.entries(byPosition).forEach(([point, unitCommands]) => {
|
|
30
|
+
const vector = strToVector(point);
|
|
31
|
+
actionsApi.orderUnits(unitCommands.map((command) => command.unitId), commandType, vector.x, vector.y);
|
|
32
|
+
});
|
|
33
|
+
});
|
|
34
|
+
}
|
|
35
|
+
}
|
|
36
|
+
//# sourceMappingURL=actionBatcher.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"actionBatcher.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/actionBatcher.ts"],"names":[],"mappings":"AAAA,qGAAqG;AAErG,OAAO,EAAyB,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAUhD,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;QACP,CAAC,CAAC,CAAC;IACP,CAAC;CACJ"}
|
|
@@ -1,45 +1,75 @@
|
|
|
1
1
|
import _ from "lodash";
|
|
2
|
-
import {
|
|
2
|
+
import { MovementZone } from "@chronodivide/game-api";
|
|
3
3
|
import { grabCombatants, noop } from "../squadBehaviour.js";
|
|
4
|
-
import { getDistanceBetweenPoints
|
|
5
|
-
|
|
6
|
-
const
|
|
7
|
-
const IDLE_COOLDOWN_TICKS = 15 * 30;
|
|
8
|
-
const TARGET_UPDATE_INTERVAL_TICKS = 4;
|
|
4
|
+
import { getDistanceBetweenPoints } from "../../map/map.js";
|
|
5
|
+
import { manageAttackMicro, manageMoveMicro } from "./common.js";
|
|
6
|
+
const TARGET_UPDATE_INTERVAL_TICKS = 10;
|
|
9
7
|
const GRAB_INTERVAL_TICKS = 10;
|
|
10
8
|
const GRAB_RADIUS = 30;
|
|
11
|
-
|
|
12
|
-
|
|
9
|
+
// Units must be in a certain radius of the center of mass before attacking.
|
|
10
|
+
// This scales for number of units in the squad though.
|
|
11
|
+
const MIN_GATHER_RADIUS = 5;
|
|
12
|
+
const GATHER_RATIO = 10;
|
|
13
|
+
var SquadState;
|
|
14
|
+
(function (SquadState) {
|
|
15
|
+
SquadState[SquadState["Gathering"] = 0] = "Gathering";
|
|
16
|
+
SquadState[SquadState["Attacking"] = 1] = "Attacking";
|
|
17
|
+
})(SquadState || (SquadState = {}));
|
|
18
|
+
export class AttackOrDefenceSquad {
|
|
19
|
+
constructor(rallyArea, targetArea, radius) {
|
|
13
20
|
this.rallyArea = rallyArea;
|
|
14
|
-
this.
|
|
21
|
+
this.targetArea = targetArea;
|
|
15
22
|
this.radius = radius;
|
|
16
|
-
this.lastIdleCheck = null;
|
|
17
23
|
this.lastGrab = null;
|
|
18
24
|
this.lastCommand = null;
|
|
25
|
+
this.state = SquadState.Gathering;
|
|
19
26
|
}
|
|
20
|
-
setAttackArea(
|
|
21
|
-
this.
|
|
27
|
+
setAttackArea(targetArea) {
|
|
28
|
+
this.targetArea = targetArea;
|
|
22
29
|
}
|
|
23
30
|
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
24
31
|
if (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS) {
|
|
32
|
+
this.lastCommand = gameApi.getCurrentTick();
|
|
33
|
+
const centerOfMass = squad.getCenterOfMass();
|
|
34
|
+
const maxDistance = squad.getMaxDistanceToCenterOfMass();
|
|
25
35
|
const units = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
36
|
+
if (this.state === SquadState.Gathering) {
|
|
37
|
+
// Only use ground units for center of mass.
|
|
38
|
+
const groundUnits = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
|
|
39
|
+
(r.rules.movementZone === MovementZone.Infantry ||
|
|
40
|
+
r.rules.movementZone === MovementZone.Normal ||
|
|
41
|
+
r.rules.movementZone === MovementZone.InfantryDestroyer));
|
|
42
|
+
const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
|
|
43
|
+
if (centerOfMass &&
|
|
44
|
+
maxDistance &&
|
|
45
|
+
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
46
|
+
maxDistance > requiredGatherRadius) {
|
|
47
|
+
units.forEach((unit) => {
|
|
48
|
+
manageMoveMicro(actionsApi, unit, centerOfMass);
|
|
49
|
+
});
|
|
50
|
+
}
|
|
51
|
+
else {
|
|
52
|
+
this.state = SquadState.Attacking;
|
|
53
|
+
}
|
|
54
|
+
}
|
|
55
|
+
else {
|
|
56
|
+
const targetPoint = this.targetArea || playerData.startLocation;
|
|
57
|
+
for (const unit of units) {
|
|
58
|
+
if (unit.isIdle) {
|
|
59
|
+
const { rx: x, ry: y } = unit.tile;
|
|
60
|
+
const range = unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
|
|
61
|
+
const nearbyHostiles = matchAwareness.getHostilesNearPoint(x, y, range * 2);
|
|
62
|
+
const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
|
|
63
|
+
const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
|
|
64
|
+
if (closestUnit) {
|
|
65
|
+
manageAttackMicro(actionsApi, unit, closestUnit);
|
|
66
|
+
}
|
|
67
|
+
else {
|
|
68
|
+
manageMoveMicro(actionsApi, unit, targetPoint);
|
|
69
|
+
}
|
|
39
70
|
}
|
|
40
71
|
}
|
|
41
72
|
}
|
|
42
|
-
this.lastCommand = gameApi.getCurrentTick();
|
|
43
73
|
}
|
|
44
74
|
if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
|
|
45
75
|
this.lastGrab = gameApi.getCurrentTick();
|
|
@@ -49,41 +79,4 @@ export class AttackSquad {
|
|
|
49
79
|
return noop();
|
|
50
80
|
}
|
|
51
81
|
}
|
|
52
|
-
// Micro methods
|
|
53
|
-
manageMoveMicro(actionsApi, attacker, attackPoint) {
|
|
54
|
-
if (attacker.name === "E1") {
|
|
55
|
-
if (attacker.canMove === false) {
|
|
56
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
57
|
-
}
|
|
58
|
-
}
|
|
59
|
-
actionsApi.orderUnits([attacker.id], OrderType.AttackMove, attackPoint.x, attackPoint.y);
|
|
60
|
-
}
|
|
61
|
-
manageAttackMicro(actionsApi, attacker, target) {
|
|
62
|
-
const distance = getDistanceBetweenUnits(attacker, target);
|
|
63
|
-
if (attacker.name === "E1") {
|
|
64
|
-
// Para (deployed weapon) range is 5.
|
|
65
|
-
const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
|
|
66
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
67
|
-
//console.dir({distance, attacker: attacker.name, canMove: attacker.canMove, primaryMaxRange: attacker.primaryWeapon?.maxRange, secondaryMaxRange: attacker.secondaryWeapon?.maxRange})
|
|
68
|
-
if (attacker.canMove && distance <= deployedWeaponRange * 0.8) {
|
|
69
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
70
|
-
return;
|
|
71
|
-
}
|
|
72
|
-
else if (!attacker.canMove && distance > deployedWeaponRange) {
|
|
73
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
74
|
-
return;
|
|
75
|
-
}
|
|
76
|
-
}
|
|
77
|
-
let targetData = target;
|
|
78
|
-
let orderType = OrderType.AttackMove;
|
|
79
|
-
const primaryWeaponRange = attacker.primaryWeapon?.maxRange || 5;
|
|
80
|
-
if (targetData?.type == ObjectType.Building && distance < primaryWeaponRange * 0.8) {
|
|
81
|
-
orderType = OrderType.Attack;
|
|
82
|
-
}
|
|
83
|
-
else if (targetData?.rules.canDisguise) {
|
|
84
|
-
// Special case for mirage tank/spy as otherwise they just sit next to it.
|
|
85
|
-
orderType = OrderType.Attack;
|
|
86
|
-
}
|
|
87
|
-
actionsApi.orderUnits([attacker.id], orderType, target.id);
|
|
88
|
-
}
|
|
89
82
|
}
|