@supalosa/chronodivide-bot 0.5.3 → 0.6.4

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 (134) hide show
  1. package/.env.template +4 -4
  2. package/.github/workflows/npm-publish.yml +24 -0
  3. package/README.md +108 -97
  4. package/dist/bot/bot.js +105 -105
  5. package/dist/bot/bot.js.map +1 -1
  6. package/dist/bot/logic/awareness.js +136 -136
  7. package/dist/bot/logic/building/antiAirStaticDefence.js +42 -42
  8. package/dist/bot/logic/building/antiGroundStaticDefence.js +34 -30
  9. package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
  10. package/dist/bot/logic/building/{ArtilleryUnit.js → artilleryUnit.js} +18 -18
  11. package/dist/bot/logic/building/basicAirUnit.js +19 -19
  12. package/dist/bot/logic/building/basicBuilding.js +26 -26
  13. package/dist/bot/logic/building/basicGroundUnit.js +19 -19
  14. package/dist/bot/logic/building/buildingRules.js +175 -174
  15. package/dist/bot/logic/building/buildingRules.js.map +1 -1
  16. package/dist/bot/logic/building/common.js +19 -18
  17. package/dist/bot/logic/building/common.js.map +1 -1
  18. package/dist/bot/logic/building/harvester.js +16 -16
  19. package/dist/bot/logic/building/powerPlant.js +20 -20
  20. package/dist/bot/logic/building/queueController.js +183 -183
  21. package/dist/bot/logic/building/resourceCollectionBuilding.js +36 -36
  22. package/dist/bot/logic/common/scout.js +126 -126
  23. package/dist/bot/logic/common/utils.js +95 -85
  24. package/dist/bot/logic/common/utils.js.map +1 -1
  25. package/dist/bot/logic/composition/alliedCompositions.js +12 -12
  26. package/dist/bot/logic/composition/common.js +1 -1
  27. package/dist/bot/logic/composition/sovietCompositions.js +12 -12
  28. package/dist/bot/logic/map/map.js +44 -44
  29. package/dist/bot/logic/map/sector.js +137 -137
  30. package/dist/bot/logic/mission/actionBatcher.js +91 -91
  31. package/dist/bot/logic/mission/mission.js +122 -122
  32. package/dist/bot/logic/mission/missionController.js +321 -321
  33. package/dist/bot/logic/mission/missionFactories.js +12 -12
  34. package/dist/bot/logic/mission/missions/attackMission.js +214 -214
  35. package/dist/bot/logic/mission/missions/defenceMission.js +82 -82
  36. package/dist/bot/logic/mission/missions/engineerMission.js +63 -63
  37. package/dist/bot/logic/mission/missions/expansionMission.js +60 -60
  38. package/dist/bot/logic/mission/missions/retreatMission.js +33 -33
  39. package/dist/bot/logic/mission/missions/scoutingMission.js +133 -133
  40. package/dist/bot/logic/mission/missions/squads/combatSquad.js +115 -115
  41. package/dist/bot/logic/mission/missions/squads/common.js +57 -57
  42. package/dist/bot/logic/mission/missions/squads/squad.js +1 -1
  43. package/dist/bot/logic/threat/threat.js +22 -22
  44. package/dist/bot/logic/threat/threatCalculator.js +73 -73
  45. package/dist/exampleBot.js +100 -112
  46. package/dist/exampleBot.js.map +1 -1
  47. package/package.json +32 -29
  48. package/src/bot/bot.ts +161 -161
  49. package/src/bot/logic/awareness.ts +245 -245
  50. package/src/bot/logic/building/antiAirStaticDefence.ts +64 -64
  51. package/src/bot/logic/building/antiGroundStaticDefence.ts +55 -51
  52. package/src/bot/logic/building/artilleryUnit.ts +39 -39
  53. package/src/bot/logic/building/basicAirUnit.ts +39 -39
  54. package/src/bot/logic/building/basicBuilding.ts +49 -49
  55. package/src/bot/logic/building/basicGroundUnit.ts +39 -39
  56. package/src/bot/logic/building/buildingRules.ts +250 -247
  57. package/src/bot/logic/building/common.ts +21 -23
  58. package/src/bot/logic/building/harvester.ts +31 -31
  59. package/src/bot/logic/building/powerPlant.ts +32 -32
  60. package/src/bot/logic/building/queueController.ts +297 -297
  61. package/src/bot/logic/building/resourceCollectionBuilding.ts +52 -52
  62. package/src/bot/logic/common/scout.ts +183 -183
  63. package/src/bot/logic/common/utils.ts +120 -112
  64. package/src/bot/logic/composition/alliedCompositions.ts +22 -22
  65. package/src/bot/logic/composition/common.ts +3 -3
  66. package/src/bot/logic/composition/sovietCompositions.ts +21 -21
  67. package/src/bot/logic/map/map.ts +66 -66
  68. package/src/bot/logic/map/sector.ts +174 -174
  69. package/src/bot/logic/mission/actionBatcher.ts +124 -124
  70. package/src/bot/logic/mission/mission.ts +232 -232
  71. package/src/bot/logic/mission/missionController.ts +413 -413
  72. package/src/bot/logic/mission/missionFactories.ts +51 -51
  73. package/src/bot/logic/mission/missions/attackMission.ts +336 -336
  74. package/src/bot/logic/mission/missions/defenceMission.ts +151 -151
  75. package/src/bot/logic/mission/missions/engineerMission.ts +113 -113
  76. package/src/bot/logic/mission/missions/expansionMission.ts +104 -104
  77. package/src/bot/logic/mission/missions/retreatMission.ts +54 -54
  78. package/src/bot/logic/mission/missions/scoutingMission.ts +186 -186
  79. package/src/bot/logic/mission/missions/squads/combatSquad.ts +160 -160
  80. package/src/bot/logic/mission/missions/squads/common.ts +63 -63
  81. package/src/bot/logic/mission/missions/squads/squad.ts +19 -19
  82. package/src/bot/logic/threat/threatCalculator.ts +100 -100
  83. package/src/exampleBot.ts +111 -124
  84. package/tsconfig.json +73 -73
  85. package/dist/bot/logic/building/building.js +0 -82
  86. package/dist/bot/logic/building/massedAntiGroundUnit.js +0 -20
  87. package/dist/bot/logic/building/queues.js +0 -19
  88. package/dist/bot/logic/knowledge.js +0 -1
  89. package/dist/bot/logic/mission/basicMission.js +0 -26
  90. package/dist/bot/logic/mission/behaviours/combatSquad.js +0 -124
  91. package/dist/bot/logic/mission/behaviours/combatSquad.js.map +0 -1
  92. package/dist/bot/logic/mission/behaviours/common.js +0 -56
  93. package/dist/bot/logic/mission/behaviours/common.js.map +0 -1
  94. package/dist/bot/logic/mission/behaviours/engineerSquad.js +0 -39
  95. package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +0 -1
  96. package/dist/bot/logic/mission/behaviours/expansionSquad.js +0 -46
  97. package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +0 -1
  98. package/dist/bot/logic/mission/behaviours/retreatSquad.js +0 -31
  99. package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +0 -1
  100. package/dist/bot/logic/mission/behaviours/scoutingSquad.js +0 -94
  101. package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +0 -1
  102. package/dist/bot/logic/mission/expansionMission.js +0 -32
  103. package/dist/bot/logic/mission/missions/basicMission.js +0 -13
  104. package/dist/bot/logic/mission/missions/basicMission.js.map +0 -1
  105. package/dist/bot/logic/mission/missions/missionBehaviour.js +0 -2
  106. package/dist/bot/logic/mission/missions/missionBehaviour.js.map +0 -1
  107. package/dist/bot/logic/mission/missions/oneTimeMission.js +0 -27
  108. package/dist/bot/logic/mission/missions/oneTimeMission.js.map +0 -1
  109. package/dist/bot/logic/squad/behaviours/actionBatcher.js +0 -36
  110. package/dist/bot/logic/squad/behaviours/actionBatcher.js.map +0 -1
  111. package/dist/bot/logic/squad/behaviours/attackSquad.js +0 -82
  112. package/dist/bot/logic/squad/behaviours/combatSquad.js +0 -106
  113. package/dist/bot/logic/squad/behaviours/combatSquad.js.map +0 -1
  114. package/dist/bot/logic/squad/behaviours/common.js +0 -55
  115. package/dist/bot/logic/squad/behaviours/common.js.map +0 -1
  116. package/dist/bot/logic/squad/behaviours/defenceSquad.js +0 -48
  117. package/dist/bot/logic/squad/behaviours/engineerSquad.js +0 -38
  118. package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +0 -1
  119. package/dist/bot/logic/squad/behaviours/expansionSquad.js +0 -45
  120. package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +0 -1
  121. package/dist/bot/logic/squad/behaviours/retreatSquad.js +0 -31
  122. package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +0 -1
  123. package/dist/bot/logic/squad/behaviours/scoutingSquad.js +0 -93
  124. package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +0 -1
  125. package/dist/bot/logic/squad/behaviours/squadExpansion.js +0 -31
  126. package/dist/bot/logic/squad/behaviours/squadScouters.js +0 -8
  127. package/dist/bot/logic/squad/squad.js +0 -126
  128. package/dist/bot/logic/squad/squad.js.map +0 -1
  129. package/dist/bot/logic/squad/squadBehaviour.js +0 -6
  130. package/dist/bot/logic/squad/squadBehaviour.js.map +0 -1
  131. package/dist/bot/logic/squad/squadBehaviours.js +0 -7
  132. package/dist/bot/logic/squad/squadBehaviours.js.map +0 -1
  133. package/dist/bot/logic/squad/squadController.js +0 -215
  134. package/dist/bot/logic/squad/squadController.js.map +0 -1
@@ -1,336 +1,336 @@
1
- import { ActionsApi, GameApi, ObjectType, PlayerData, SideType, UnitData, Vector2 } from "@chronodivide/game-api";
2
- import { CombatSquad } from "./squads/combatSquad.js";
3
- import { Mission, MissionAction, disbandMission, noop, requestUnits } from "../mission.js";
4
- import { MissionFactory } from "../missionFactories.js";
5
- import { MatchAwareness } from "../../awareness.js";
6
- import { MissionController } from "../missionController.js";
7
- import { RetreatMission } from "./retreatMission.js";
8
- import { DebugLogger, countBy, isOwnedByNeutral, maxBy } from "../../common/utils.js";
9
- import { ActionBatcher } from "../actionBatcher.js";
10
- import { getSovietComposition } from "../../composition/sovietCompositions.js";
11
- import { getAlliedCompositions } from "../../composition/alliedCompositions.js";
12
- import { UnitComposition } from "../../composition/common.js";
13
- import { manageMoveMicro } from "./squads/common.js";
14
-
15
- export enum AttackFailReason {
16
- NoTargets = 0,
17
- DefenceTooStrong = 1,
18
- }
19
-
20
- enum AttackMissionState {
21
- Preparing = 0,
22
- Attacking = 1,
23
- Retreating = 2,
24
- }
25
-
26
- const NO_TARGET_RETARGET_TICKS = 450;
27
- const NO_TARGET_IDLE_TIMEOUT_TICKS = 900;
28
-
29
- function calculateTargetComposition(
30
- gameApi: GameApi,
31
- playerData: PlayerData,
32
- matchAwareness: MatchAwareness,
33
- ): UnitComposition {
34
- if (!playerData.country) {
35
- throw new Error(`player ${playerData.name} has no country`);
36
- } else if (playerData.country.side === SideType.Nod) {
37
- return getSovietComposition(gameApi, playerData, matchAwareness);
38
- } else {
39
- return getAlliedCompositions(gameApi, playerData, matchAwareness);
40
- }
41
- }
42
-
43
- const ATTACK_MISSION_PRIORITY_RAMP = 1.01;
44
- const ATTACK_MISSION_MAX_PRIORITY = 50;
45
-
46
- /**
47
- * A mission that tries to attack a certain area.
48
- */
49
- export class AttackMission extends Mission<AttackFailReason> {
50
- private squad: CombatSquad;
51
-
52
- private lastTargetSeenAt = 0;
53
- private hasPickedNewTarget: boolean = false;
54
-
55
- private state: AttackMissionState = AttackMissionState.Preparing;
56
-
57
- constructor(
58
- uniqueName: string,
59
- private priority: number,
60
- rallyArea: Vector2,
61
- private attackArea: Vector2,
62
- private radius: number,
63
- private composition: UnitComposition,
64
- logger: DebugLogger,
65
- ) {
66
- super(uniqueName, logger);
67
- this.squad = new CombatSquad(rallyArea, attackArea, radius);
68
- }
69
-
70
- _onAiUpdate(
71
- gameApi: GameApi,
72
- actionsApi: ActionsApi,
73
- playerData: PlayerData,
74
- matchAwareness: MatchAwareness,
75
- actionBatcher: ActionBatcher,
76
- ): MissionAction {
77
- switch (this.state) {
78
- case AttackMissionState.Preparing:
79
- return this.handlePreparingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
80
- case AttackMissionState.Attacking:
81
- return this.handleAttackingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
82
- case AttackMissionState.Retreating:
83
- return this.handleRetreatingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
84
- }
85
- }
86
-
87
- private handlePreparingState(
88
- gameApi: GameApi,
89
- actionsApi: ActionsApi,
90
- playerData: PlayerData,
91
- matchAwareness: MatchAwareness,
92
- actionBatcher: ActionBatcher,
93
- ) {
94
- const currentComposition: UnitComposition = countBy(this.getUnits(gameApi), (unit) => unit.name);
95
-
96
- const missingUnits = Object.entries(this.composition).filter(([unitType, targetAmount]) => {
97
- return !currentComposition[unitType] || currentComposition[unitType] < targetAmount;
98
- });
99
-
100
- if (missingUnits.length > 0) {
101
- this.priority = Math.min(this.priority * ATTACK_MISSION_PRIORITY_RAMP, ATTACK_MISSION_MAX_PRIORITY);
102
- return requestUnits(
103
- missingUnits.map(([unitName]) => unitName),
104
- this.priority,
105
- );
106
- } else {
107
- this.priority = ATTACK_MISSION_INITIAL_PRIORITY;
108
- this.state = AttackMissionState.Attacking;
109
- return noop();
110
- }
111
- }
112
-
113
- private handleAttackingState(
114
- gameApi: GameApi,
115
- actionsApi: ActionsApi,
116
- playerData: PlayerData,
117
- matchAwareness: MatchAwareness,
118
- actionBatcher: ActionBatcher,
119
- ) {
120
- if (this.getUnitIds().length === 0) {
121
- // TODO: disband directly (we no longer retreat when losing)
122
- this.state = AttackMissionState.Retreating;
123
- return noop();
124
- }
125
-
126
- const foundTargets = matchAwareness
127
- .getHostilesNearPoint2d(this.attackArea, this.radius)
128
- .map((unit) => gameApi.getUnitData(unit.unitId))
129
- .filter((unit) => !isOwnedByNeutral(unit)) as UnitData[];
130
-
131
- const update = this.squad.onAiUpdate(
132
- gameApi,
133
- actionsApi,
134
- actionBatcher,
135
- playerData,
136
- this,
137
- matchAwareness,
138
- this.logger,
139
- );
140
-
141
- if (update.type !== "noop") {
142
- return update;
143
- }
144
-
145
- if (foundTargets.length > 0) {
146
- this.lastTargetSeenAt = gameApi.getCurrentTick();
147
- this.hasPickedNewTarget = false;
148
- } else if (gameApi.getCurrentTick() > this.lastTargetSeenAt + NO_TARGET_IDLE_TIMEOUT_TICKS) {
149
- return disbandMission(AttackFailReason.NoTargets);
150
- } else if (
151
- !this.hasPickedNewTarget &&
152
- gameApi.getCurrentTick() > this.lastTargetSeenAt + NO_TARGET_RETARGET_TICKS
153
- ) {
154
- const newTarget = generateTarget(gameApi, playerData, matchAwareness);
155
- if (newTarget) {
156
- this.squad.setAttackArea(newTarget);
157
- this.hasPickedNewTarget = true;
158
- }
159
- }
160
-
161
- return noop();
162
- }
163
-
164
- private handleRetreatingState(
165
- gameApi: GameApi,
166
- actionsApi: ActionsApi,
167
- playerData: PlayerData,
168
- matchAwareness: MatchAwareness,
169
- actionBatcher: ActionBatcher,
170
- ) {
171
- this.getUnits(gameApi).forEach((unitId) => {
172
- actionBatcher.push(manageMoveMicro(unitId, matchAwareness.getMainRallyPoint()));
173
- });
174
- return disbandMission();
175
- }
176
-
177
- public getGlobalDebugText(): string | undefined {
178
- return this.squad.getGlobalDebugText() ?? "<none>";
179
- }
180
-
181
- public getState() {
182
- return this.state;
183
- }
184
-
185
- // This mission can give up its units while preparing.
186
- public isUnitsLocked(): boolean {
187
- return this.state !== AttackMissionState.Preparing;
188
- }
189
-
190
- public getPriority() {
191
- return this.priority;
192
- }
193
- }
194
-
195
- // Calculates the weight for initiating an attack on the position of a unit or building.
196
- // This is separate from unit micro; the squad will be ordered to attack in the vicinity of the point.
197
- const getTargetWeight: (unitData: UnitData, tryFocusHarvester: boolean) => number = (unitData, tryFocusHarvester) => {
198
- if (tryFocusHarvester && unitData.rules.harvester) {
199
- return 100000;
200
- } else if (unitData.type === ObjectType.Building) {
201
- return unitData.maxHitPoints * 10;
202
- } else {
203
- return unitData.maxHitPoints;
204
- }
205
- };
206
-
207
- function generateTarget(
208
- gameApi: GameApi,
209
- playerData: PlayerData,
210
- matchAwareness: MatchAwareness,
211
- includeBaseLocations: boolean = false,
212
- ): Vector2 | null {
213
- // Randomly decide between harvester and base.
214
- try {
215
- const tryFocusHarvester = gameApi.generateRandomInt(0, 1) === 0;
216
- const enemyUnits = gameApi
217
- .getVisibleUnits(playerData.name, "enemy")
218
- .map((unitId) => gameApi.getUnitData(unitId))
219
- .filter((u) => !!u && gameApi.getPlayerData(u.owner).isCombatant) as UnitData[];
220
-
221
- const maxUnit = maxBy(enemyUnits, (u) => getTargetWeight(u, tryFocusHarvester));
222
- if (maxUnit) {
223
- return new Vector2(maxUnit.tile.rx, maxUnit.tile.ry);
224
- }
225
- if (includeBaseLocations) {
226
- const mapApi = gameApi.mapApi;
227
- const enemyPlayers = gameApi
228
- .getPlayers()
229
- .map(gameApi.getPlayerData)
230
- .filter((otherPlayer) => !gameApi.areAlliedPlayers(playerData.name, otherPlayer.name));
231
-
232
- const unexploredEnemyLocations = enemyPlayers.filter((otherPlayer) => {
233
- const tile = mapApi.getTile(otherPlayer.startLocation.x, otherPlayer.startLocation.y);
234
- if (!tile) {
235
- return false;
236
- }
237
- return !mapApi.isVisibleTile(tile, playerData.name);
238
- });
239
- if (unexploredEnemyLocations.length > 0) {
240
- const idx = gameApi.generateRandomInt(0, unexploredEnemyLocations.length - 1);
241
- return unexploredEnemyLocations[idx].startLocation;
242
- }
243
- }
244
- } catch (err) {
245
- // There's a crash here when accessing a building that got destroyed. Will catch and ignore or now.
246
- return null;
247
- }
248
- return null;
249
- }
250
-
251
- // Number of ticks between attacking visible targets.
252
- const VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS = 120;
253
-
254
- // Number of ticks between attacking "bases" (enemy starting locations).
255
- const BASE_ATTACK_COOLDOWN_TICKS = 1800;
256
-
257
- const ATTACK_MISSION_INITIAL_PRIORITY = 1;
258
-
259
- export class AttackMissionFactory implements MissionFactory {
260
- constructor(private lastAttackAt: number = -VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS) {}
261
-
262
- getName(): string {
263
- return "AttackMissionFactory";
264
- }
265
-
266
- maybeCreateMissions(
267
- gameApi: GameApi,
268
- playerData: PlayerData,
269
- matchAwareness: MatchAwareness,
270
- missionController: MissionController,
271
- logger: DebugLogger,
272
- ): void {
273
- if (gameApi.getCurrentTick() < this.lastAttackAt + VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS) {
274
- return;
275
- }
276
-
277
- // can only have one attack 'preparing' at once.
278
- if (
279
- missionController
280
- .getMissions()
281
- .some(
282
- (mission): mission is AttackMission =>
283
- mission instanceof AttackMission && mission.getState() === AttackMissionState.Preparing,
284
- )
285
- ) {
286
- return;
287
- }
288
-
289
- const attackRadius = 10;
290
-
291
- const includeEnemyBases = gameApi.getCurrentTick() > this.lastAttackAt + BASE_ATTACK_COOLDOWN_TICKS;
292
-
293
- const attackArea = generateTarget(gameApi, playerData, matchAwareness, includeEnemyBases);
294
-
295
- if (!attackArea) {
296
- return;
297
- }
298
-
299
- const squadName = "attack_" + gameApi.getCurrentTick();
300
-
301
- const composition: UnitComposition = calculateTargetComposition(gameApi, playerData, matchAwareness);
302
-
303
- const tryAttack = missionController.addMission(
304
- new AttackMission(
305
- squadName,
306
- ATTACK_MISSION_INITIAL_PRIORITY,
307
- matchAwareness.getMainRallyPoint(),
308
- attackArea,
309
- attackRadius,
310
- composition,
311
- logger,
312
- ).then((unitIds, reason) => {
313
- missionController.addMission(
314
- new RetreatMission(
315
- "retreat-from-" + squadName + gameApi.getCurrentTick(),
316
- matchAwareness.getMainRallyPoint(),
317
- unitIds,
318
- logger,
319
- ),
320
- );
321
- }),
322
- );
323
- if (tryAttack) {
324
- this.lastAttackAt = gameApi.getCurrentTick();
325
- }
326
- }
327
-
328
- onMissionFailed(
329
- gameApi: GameApi,
330
- playerData: PlayerData,
331
- matchAwareness: MatchAwareness,
332
- failedMission: Mission<any>,
333
- failureReason: any,
334
- missionController: MissionController,
335
- ): void {}
336
- }
1
+ import { ActionsApi, GameApi, ObjectType, PlayerData, SideType, UnitData, Vector2 } from "@chronodivide/game-api";
2
+ import { CombatSquad } from "./squads/combatSquad.js";
3
+ import { Mission, MissionAction, disbandMission, noop, requestUnits } from "../mission.js";
4
+ import { MissionFactory } from "../missionFactories.js";
5
+ import { MatchAwareness } from "../../awareness.js";
6
+ import { MissionController } from "../missionController.js";
7
+ import { RetreatMission } from "./retreatMission.js";
8
+ import { DebugLogger, countBy, isOwnedByNeutral, maxBy } from "../../common/utils.js";
9
+ import { ActionBatcher } from "../actionBatcher.js";
10
+ import { getSovietComposition } from "../../composition/sovietCompositions.js";
11
+ import { getAlliedCompositions } from "../../composition/alliedCompositions.js";
12
+ import { UnitComposition } from "../../composition/common.js";
13
+ import { manageMoveMicro } from "./squads/common.js";
14
+
15
+ export enum AttackFailReason {
16
+ NoTargets = 0,
17
+ DefenceTooStrong = 1,
18
+ }
19
+
20
+ enum AttackMissionState {
21
+ Preparing = 0,
22
+ Attacking = 1,
23
+ Retreating = 2,
24
+ }
25
+
26
+ const NO_TARGET_RETARGET_TICKS = 450;
27
+ const NO_TARGET_IDLE_TIMEOUT_TICKS = 900;
28
+
29
+ function calculateTargetComposition(
30
+ gameApi: GameApi,
31
+ playerData: PlayerData,
32
+ matchAwareness: MatchAwareness,
33
+ ): UnitComposition {
34
+ if (!playerData.country) {
35
+ throw new Error(`player ${playerData.name} has no country`);
36
+ } else if (playerData.country.side === SideType.Nod) {
37
+ return getSovietComposition(gameApi, playerData, matchAwareness);
38
+ } else {
39
+ return getAlliedCompositions(gameApi, playerData, matchAwareness);
40
+ }
41
+ }
42
+
43
+ const ATTACK_MISSION_PRIORITY_RAMP = 1.01;
44
+ const ATTACK_MISSION_MAX_PRIORITY = 50;
45
+
46
+ /**
47
+ * A mission that tries to attack a certain area.
48
+ */
49
+ export class AttackMission extends Mission<AttackFailReason> {
50
+ private squad: CombatSquad;
51
+
52
+ private lastTargetSeenAt = 0;
53
+ private hasPickedNewTarget: boolean = false;
54
+
55
+ private state: AttackMissionState = AttackMissionState.Preparing;
56
+
57
+ constructor(
58
+ uniqueName: string,
59
+ private priority: number,
60
+ rallyArea: Vector2,
61
+ private attackArea: Vector2,
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+ private radius: number,
63
+ private composition: UnitComposition,
64
+ logger: DebugLogger,
65
+ ) {
66
+ super(uniqueName, logger);
67
+ this.squad = new CombatSquad(rallyArea, attackArea, radius);
68
+ }
69
+
70
+ _onAiUpdate(
71
+ gameApi: GameApi,
72
+ actionsApi: ActionsApi,
73
+ playerData: PlayerData,
74
+ matchAwareness: MatchAwareness,
75
+ actionBatcher: ActionBatcher,
76
+ ): MissionAction {
77
+ switch (this.state) {
78
+ case AttackMissionState.Preparing:
79
+ return this.handlePreparingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
80
+ case AttackMissionState.Attacking:
81
+ return this.handleAttackingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
82
+ case AttackMissionState.Retreating:
83
+ return this.handleRetreatingState(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
84
+ }
85
+ }
86
+
87
+ private handlePreparingState(
88
+ gameApi: GameApi,
89
+ actionsApi: ActionsApi,
90
+ playerData: PlayerData,
91
+ matchAwareness: MatchAwareness,
92
+ actionBatcher: ActionBatcher,
93
+ ) {
94
+ const currentComposition: UnitComposition = countBy(this.getUnits(gameApi), (unit) => unit.name);
95
+
96
+ const missingUnits = Object.entries(this.composition).filter(([unitType, targetAmount]) => {
97
+ return !currentComposition[unitType] || currentComposition[unitType] < targetAmount;
98
+ });
99
+
100
+ if (missingUnits.length > 0) {
101
+ this.priority = Math.min(this.priority * ATTACK_MISSION_PRIORITY_RAMP, ATTACK_MISSION_MAX_PRIORITY);
102
+ return requestUnits(
103
+ missingUnits.map(([unitName]) => unitName),
104
+ this.priority,
105
+ );
106
+ } else {
107
+ this.priority = ATTACK_MISSION_INITIAL_PRIORITY;
108
+ this.state = AttackMissionState.Attacking;
109
+ return noop();
110
+ }
111
+ }
112
+
113
+ private handleAttackingState(
114
+ gameApi: GameApi,
115
+ actionsApi: ActionsApi,
116
+ playerData: PlayerData,
117
+ matchAwareness: MatchAwareness,
118
+ actionBatcher: ActionBatcher,
119
+ ) {
120
+ if (this.getUnitIds().length === 0) {
121
+ // TODO: disband directly (we no longer retreat when losing)
122
+ this.state = AttackMissionState.Retreating;
123
+ return noop();
124
+ }
125
+
126
+ const foundTargets = matchAwareness
127
+ .getHostilesNearPoint2d(this.attackArea, this.radius)
128
+ .map((unit) => gameApi.getUnitData(unit.unitId))
129
+ .filter((unit) => !isOwnedByNeutral(unit)) as UnitData[];
130
+
131
+ const update = this.squad.onAiUpdate(
132
+ gameApi,
133
+ actionsApi,
134
+ actionBatcher,
135
+ playerData,
136
+ this,
137
+ matchAwareness,
138
+ this.logger,
139
+ );
140
+
141
+ if (update.type !== "noop") {
142
+ return update;
143
+ }
144
+
145
+ if (foundTargets.length > 0) {
146
+ this.lastTargetSeenAt = gameApi.getCurrentTick();
147
+ this.hasPickedNewTarget = false;
148
+ } else if (gameApi.getCurrentTick() > this.lastTargetSeenAt + NO_TARGET_IDLE_TIMEOUT_TICKS) {
149
+ return disbandMission(AttackFailReason.NoTargets);
150
+ } else if (
151
+ !this.hasPickedNewTarget &&
152
+ gameApi.getCurrentTick() > this.lastTargetSeenAt + NO_TARGET_RETARGET_TICKS
153
+ ) {
154
+ const newTarget = generateTarget(gameApi, playerData, matchAwareness);
155
+ if (newTarget) {
156
+ this.squad.setAttackArea(newTarget);
157
+ this.hasPickedNewTarget = true;
158
+ }
159
+ }
160
+
161
+ return noop();
162
+ }
163
+
164
+ private handleRetreatingState(
165
+ gameApi: GameApi,
166
+ actionsApi: ActionsApi,
167
+ playerData: PlayerData,
168
+ matchAwareness: MatchAwareness,
169
+ actionBatcher: ActionBatcher,
170
+ ) {
171
+ this.getUnits(gameApi).forEach((unitId) => {
172
+ actionBatcher.push(manageMoveMicro(unitId, matchAwareness.getMainRallyPoint()));
173
+ });
174
+ return disbandMission();
175
+ }
176
+
177
+ public getGlobalDebugText(): string | undefined {
178
+ return this.squad.getGlobalDebugText() ?? "<none>";
179
+ }
180
+
181
+ public getState() {
182
+ return this.state;
183
+ }
184
+
185
+ // This mission can give up its units while preparing.
186
+ public isUnitsLocked(): boolean {
187
+ return this.state !== AttackMissionState.Preparing;
188
+ }
189
+
190
+ public getPriority() {
191
+ return this.priority;
192
+ }
193
+ }
194
+
195
+ // Calculates the weight for initiating an attack on the position of a unit or building.
196
+ // This is separate from unit micro; the squad will be ordered to attack in the vicinity of the point.
197
+ const getTargetWeight: (unitData: UnitData, tryFocusHarvester: boolean) => number = (unitData, tryFocusHarvester) => {
198
+ if (tryFocusHarvester && unitData.rules.harvester) {
199
+ return 100000;
200
+ } else if (unitData.type === ObjectType.Building) {
201
+ return unitData.maxHitPoints * 10;
202
+ } else {
203
+ return unitData.maxHitPoints;
204
+ }
205
+ };
206
+
207
+ function generateTarget(
208
+ gameApi: GameApi,
209
+ playerData: PlayerData,
210
+ matchAwareness: MatchAwareness,
211
+ includeBaseLocations: boolean = false,
212
+ ): Vector2 | null {
213
+ // Randomly decide between harvester and base.
214
+ try {
215
+ const tryFocusHarvester = gameApi.generateRandomInt(0, 1) === 0;
216
+ const enemyUnits = gameApi
217
+ .getVisibleUnits(playerData.name, "enemy")
218
+ .map((unitId) => gameApi.getUnitData(unitId))
219
+ .filter((u) => !!u && gameApi.getPlayerData(u.owner).isCombatant) as UnitData[];
220
+
221
+ const maxUnit = maxBy(enemyUnits, (u) => getTargetWeight(u, tryFocusHarvester));
222
+ if (maxUnit) {
223
+ return new Vector2(maxUnit.tile.rx, maxUnit.tile.ry);
224
+ }
225
+ if (includeBaseLocations) {
226
+ const mapApi = gameApi.mapApi;
227
+ const enemyPlayers = gameApi
228
+ .getPlayers()
229
+ .map(gameApi.getPlayerData)
230
+ .filter((otherPlayer) => !gameApi.areAlliedPlayers(playerData.name, otherPlayer.name));
231
+
232
+ const unexploredEnemyLocations = enemyPlayers.filter((otherPlayer) => {
233
+ const tile = mapApi.getTile(otherPlayer.startLocation.x, otherPlayer.startLocation.y);
234
+ if (!tile) {
235
+ return false;
236
+ }
237
+ return !mapApi.isVisibleTile(tile, playerData.name);
238
+ });
239
+ if (unexploredEnemyLocations.length > 0) {
240
+ const idx = gameApi.generateRandomInt(0, unexploredEnemyLocations.length - 1);
241
+ return unexploredEnemyLocations[idx].startLocation;
242
+ }
243
+ }
244
+ } catch (err) {
245
+ // There's a crash here when accessing a building that got destroyed. Will catch and ignore or now.
246
+ return null;
247
+ }
248
+ return null;
249
+ }
250
+
251
+ // Number of ticks between attacking visible targets.
252
+ const VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS = 120;
253
+
254
+ // Number of ticks between attacking "bases" (enemy starting locations).
255
+ const BASE_ATTACK_COOLDOWN_TICKS = 1800;
256
+
257
+ const ATTACK_MISSION_INITIAL_PRIORITY = 1;
258
+
259
+ export class AttackMissionFactory implements MissionFactory {
260
+ constructor(private lastAttackAt: number = -VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS) {}
261
+
262
+ getName(): string {
263
+ return "AttackMissionFactory";
264
+ }
265
+
266
+ maybeCreateMissions(
267
+ gameApi: GameApi,
268
+ playerData: PlayerData,
269
+ matchAwareness: MatchAwareness,
270
+ missionController: MissionController,
271
+ logger: DebugLogger,
272
+ ): void {
273
+ if (gameApi.getCurrentTick() < this.lastAttackAt + VISIBLE_TARGET_ATTACK_COOLDOWN_TICKS) {
274
+ return;
275
+ }
276
+
277
+ // can only have one attack 'preparing' at once.
278
+ if (
279
+ missionController
280
+ .getMissions()
281
+ .some(
282
+ (mission): mission is AttackMission =>
283
+ mission instanceof AttackMission && mission.getState() === AttackMissionState.Preparing,
284
+ )
285
+ ) {
286
+ return;
287
+ }
288
+
289
+ const attackRadius = 10;
290
+
291
+ const includeEnemyBases = gameApi.getCurrentTick() > this.lastAttackAt + BASE_ATTACK_COOLDOWN_TICKS;
292
+
293
+ const attackArea = generateTarget(gameApi, playerData, matchAwareness, includeEnemyBases);
294
+
295
+ if (!attackArea) {
296
+ return;
297
+ }
298
+
299
+ const squadName = "attack_" + gameApi.getCurrentTick();
300
+
301
+ const composition: UnitComposition = calculateTargetComposition(gameApi, playerData, matchAwareness);
302
+
303
+ const tryAttack = missionController.addMission(
304
+ new AttackMission(
305
+ squadName,
306
+ ATTACK_MISSION_INITIAL_PRIORITY,
307
+ matchAwareness.getMainRallyPoint(),
308
+ attackArea,
309
+ attackRadius,
310
+ composition,
311
+ logger,
312
+ ).then((unitIds, reason) => {
313
+ missionController.addMission(
314
+ new RetreatMission(
315
+ "retreat-from-" + squadName + gameApi.getCurrentTick(),
316
+ matchAwareness.getMainRallyPoint(),
317
+ unitIds,
318
+ logger,
319
+ ),
320
+ );
321
+ }),
322
+ );
323
+ if (tryAttack) {
324
+ this.lastAttackAt = gameApi.getCurrentTick();
325
+ }
326
+ }
327
+
328
+ onMissionFailed(
329
+ gameApi: GameApi,
330
+ playerData: PlayerData,
331
+ matchAwareness: MatchAwareness,
332
+ failedMission: Mission<any>,
333
+ failureReason: any,
334
+ missionController: MissionController,
335
+ ): void {}
336
+ }