@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
@@ -1,31 +0,0 @@
1
- import { OrderType, SideType } from "@chronodivide/game-api";
2
- import { disband, noop, requestUnits } from "../squadBehaviour.js";
3
- const DEPLOY_COOLDOWN_TICKS = 30;
4
- // Expansion or initial base.
5
- export class SquadExpansion {
6
- constructor() {
7
- this.hasAttemptedDeployWith = null;
8
- }
9
- onAiUpdate(gameApi, actionsApi, playerData, squad, threatData) {
10
- let myMcvName = playerData.country?.side == SideType.GDI ? "AMCV" : "SMCV";
11
- const mcvs = squad.getUnitsOfType(gameApi, myMcvName);
12
- if (mcvs.length === 0) {
13
- // Perhaps we deployed already (or the unit was destroyed), end the mission.
14
- if (this.hasAttemptedDeployWith !== null) {
15
- return disband();
16
- }
17
- // We need an mcv!
18
- return requestUnits(myMcvName, 100);
19
- }
20
- else if (!this.hasAttemptedDeployWith ||
21
- gameApi.getCurrentTick() > this.hasAttemptedDeployWith.gameTick + DEPLOY_COOLDOWN_TICKS) {
22
- actionsApi.orderUnits(mcvs.map((mcv) => mcv.id), OrderType.DeploySelected);
23
- // Add a cooldown to deploy attempts.
24
- this.hasAttemptedDeployWith = {
25
- unitId: mcvs[0].id,
26
- gameTick: gameApi.getCurrentTick(),
27
- };
28
- }
29
- return noop();
30
- }
31
- }
@@ -1,8 +0,0 @@
1
- export class SquadScouters {
2
- requestConstruction(gameApi, playerData, squad, threatData) {
3
- return [];
4
- }
5
- onAiUpdate(gameApi, playerData, squad, threatData) {
6
- return {};
7
- }
8
- }
@@ -1,126 +0,0 @@
1
- import { Vector2 } from "@chronodivide/game-api";
2
- import { disband } from "./squadBehaviour.js";
3
- import { getDistanceBetweenTileAndPoint } from "../map/map.js";
4
- export var SquadLiveness;
5
- (function (SquadLiveness) {
6
- SquadLiveness[SquadLiveness["SquadDead"] = 0] = "SquadDead";
7
- SquadLiveness[SquadLiveness["SquadActive"] = 1] = "SquadActive";
8
- })(SquadLiveness || (SquadLiveness = {}));
9
- const calculateCenterOfMass = (unitTiles) => {
10
- if (unitTiles.length === 0) {
11
- return null;
12
- }
13
- // TODO: use median here
14
- const sums = unitTiles.reduce(({ x, y }, tile) => {
15
- return {
16
- x: x + (tile?.rx || 0),
17
- y: y + (tile?.ry || 0),
18
- };
19
- }, { x: 0, y: 0 });
20
- const centerOfMass = new Vector2(Math.round(sums.x / unitTiles.length), Math.round(sums.y / unitTiles.length));
21
- // max distance of units to the center of mass
22
- const distances = unitTiles.map((tile) => getDistanceBetweenTileAndPoint(tile, centerOfMass));
23
- const maxDistance = Math.max(...distances);
24
- return { centerOfMass, maxDistance };
25
- };
26
- export class Squad {
27
- constructor(name, behaviour, mission, killable = false) {
28
- this.name = name;
29
- this.behaviour = behaviour;
30
- this.mission = mission;
31
- this.killable = killable;
32
- this.unitIds = [];
33
- this.liveness = SquadLiveness.SquadActive;
34
- this.lastLivenessUpdateTick = 0;
35
- this.centerOfMass = null;
36
- this.maxDistanceToCenterOfMass = null;
37
- }
38
- getName() {
39
- return this.name;
40
- }
41
- getCenterOfMass() {
42
- return this.centerOfMass;
43
- }
44
- getMaxDistanceToCenterOfMass() {
45
- return this.maxDistanceToCenterOfMass;
46
- }
47
- onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, matchAwareness, logger) {
48
- this.updateLiveness(gameApi);
49
- const movableUnitTiles = this.unitIds
50
- .map((unitId) => gameApi.getUnitData(unitId))
51
- .filter((unit) => unit?.canMove)
52
- .map((unit) => unit?.tile)
53
- .filter((tile) => !!tile);
54
- const tileMetrics = calculateCenterOfMass(movableUnitTiles);
55
- if (tileMetrics) {
56
- this.centerOfMass = tileMetrics.centerOfMass;
57
- this.maxDistanceToCenterOfMass = tileMetrics.maxDistance;
58
- }
59
- else {
60
- this.centerOfMass = null;
61
- this.maxDistanceToCenterOfMass = null;
62
- }
63
- if (this.mission && this.mission.isActive() == false) {
64
- // Orphaned squad, might get picked up later.
65
- this.mission.removeSquad();
66
- this.mission = null;
67
- return disband();
68
- }
69
- else if (!this.mission) {
70
- return disband();
71
- }
72
- return this.behaviour.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, this, matchAwareness, logger);
73
- }
74
- getMission() {
75
- return this.mission;
76
- }
77
- setMission(mission) {
78
- if (this.mission != undefined && this.mission != mission) {
79
- this.mission.removeSquad();
80
- }
81
- this.mission = mission;
82
- }
83
- getUnitIds() {
84
- return this.unitIds;
85
- }
86
- getUnits(gameApi) {
87
- return this.unitIds
88
- .map((unitId) => gameApi.getUnitData(unitId))
89
- .filter((unit) => unit != null)
90
- .map((unit) => unit);
91
- }
92
- getUnitsOfTypes(gameApi, ...names) {
93
- return this.unitIds
94
- .map((unitId) => gameApi.getUnitData(unitId))
95
- .filter((unit) => !!unit && names.includes(unit.name))
96
- .map((unit) => unit);
97
- }
98
- getUnitsMatching(gameApi, filter) {
99
- return this.unitIds
100
- .map((unitId) => gameApi.getUnitData(unitId))
101
- .filter((unit) => !!unit && filter(unit))
102
- .map((unit) => unit);
103
- }
104
- removeUnit(unitIdToRemove) {
105
- this.unitIds = this.unitIds.filter((unitId) => unitId != unitIdToRemove);
106
- }
107
- addUnit(unitIdToAdd) {
108
- this.unitIds.push(unitIdToAdd);
109
- }
110
- updateLiveness(gameApi) {
111
- this.unitIds = this.unitIds.filter((unitId) => gameApi.getUnitData(unitId));
112
- this.lastLivenessUpdateTick = gameApi.getCurrentTick();
113
- if (this.killable && this.unitIds.length == 0) {
114
- if (this.liveness == SquadLiveness.SquadActive) {
115
- this.liveness = SquadLiveness.SquadDead;
116
- }
117
- }
118
- }
119
- getLiveness() {
120
- return this.liveness;
121
- }
122
- getGlobalDebugText() {
123
- return this.behaviour.getGlobalDebugText();
124
- }
125
- }
126
- //# sourceMappingURL=squad.js.map
@@ -1 +0,0 @@
1
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@@ -1,6 +0,0 @@
1
- export const noop = () => ({ type: "noop" });
2
- export const disband = () => ({ type: "disband" });
3
- export const requestUnits = (unitNames, priority) => ({ type: "request", unitNames, priority });
4
- export const requestSpecificUnits = (unitIds, priority) => ({ type: "requestSpecific", unitIds, priority });
5
- export const grabCombatants = (point, radius) => ({ type: "requestCombatants", point, radius });
6
- //# sourceMappingURL=squadBehaviour.js.map
@@ -1 +0,0 @@
1
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@@ -1,7 +0,0 @@
1
- export {};
2
- /*
3
- export const ALL_SQUAD_BEHAVIOURS: SquadBehaviour[] = [
4
- //new SquadScouters(),
5
- new SquadExpansion(),
6
- ];*/
7
- //# sourceMappingURL=squadBehaviours.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"squadBehaviours.js","sourceRoot":"","sources":["../../../../src/bot/logic/squad/squadBehaviours.ts"],"names":[],"mappings":";AAGA;;;;IAII"}
@@ -1,215 +0,0 @@
1
- // Meta-controller for forming and controlling squads.
2
- import { SquadLiveness } from "./squad.js";
3
- import { getDistanceBetween } from "../map/map.js";
4
- import { countBy } from "../common/utils.js";
5
- import { ActionBatcher } from "./behaviours/actionBatcher.js";
6
- export class SquadController {
7
- constructor(logger) {
8
- this.logger = logger;
9
- this.squads = [];
10
- this.unitIdToSquad = new Map();
11
- }
12
- onAiUpdate(gameApi, actionsApi, playerData, matchAwareness) {
13
- // Remove dead squads or those where the mission is dead.
14
- this.squads = this.squads.filter((squad) => squad.getLiveness() !== SquadLiveness.SquadDead);
15
- this.squads.sort((a, b) => a.getName().localeCompare(b.getName()));
16
- // Check for units in multiple squads, this shouldn't happen.
17
- this.unitIdToSquad = new Map();
18
- this.squads.forEach((squad) => {
19
- squad.getUnitIds().forEach((unitId) => {
20
- if (this.unitIdToSquad.has(unitId)) {
21
- this.logger(`WARNING: unit ${unitId} is in multiple squads, please debug.`);
22
- }
23
- else {
24
- this.unitIdToSquad.set(unitId, squad);
25
- }
26
- });
27
- });
28
- // Batch actions to reduce spamming of actions for larger armies.
29
- const actionBatcher = new ActionBatcher();
30
- const squadActions = this.squads.map((squad) => {
31
- return {
32
- squad,
33
- action: squad.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, matchAwareness, this.logger),
34
- };
35
- });
36
- // Handle disbands and merges.
37
- const isDisband = (a) => a.type === "disband";
38
- const isMerge = (a) => a.type === "mergeInto";
39
- let disbandedSquads = new Set();
40
- squadActions
41
- .filter((a) => isDisband(a.action))
42
- .forEach((a) => {
43
- this.logger(`Squad ${a.squad.getName()} disbanding as requested.`);
44
- a.squad.getMission()?.removeSquad();
45
- a.squad.getUnitIds().forEach((unitId) => {
46
- this.unitIdToSquad.delete(unitId);
47
- actionsApi.setUnitDebugText(unitId, undefined);
48
- });
49
- disbandedSquads.add(a.squad.getName());
50
- });
51
- squadActions
52
- .filter((a) => isMerge(a.action))
53
- .forEach((a) => {
54
- let mergeInto = a.action;
55
- if (disbandedSquads.has(mergeInto.mergeInto.getName())) {
56
- this.logger(`Squad ${a.squad.getName()} tried to merge into disbanded squad ${mergeInto.mergeInto.getName()}, cancelling.`);
57
- return;
58
- }
59
- a.squad.getUnitIds().forEach((unitId) => mergeInto.mergeInto.addUnit(unitId));
60
- disbandedSquads.add(a.squad.getName());
61
- });
62
- // remove disbanded and merged squads.
63
- this.squads = this.squads.filter((squad) => !disbandedSquads.has(squad.getName()));
64
- // Request specific units by ID
65
- const isRequestSpecific = (a) => a.type === "requestSpecific";
66
- const unitIdToHighestRequest = squadActions
67
- .filter((a) => isRequestSpecific(a.action))
68
- .reduce((prev, a) => {
69
- const squadWithAction = a;
70
- const { unitIds } = squadWithAction.action;
71
- unitIds.forEach((unitId) => {
72
- if (prev.hasOwnProperty(unitId)) {
73
- if (prev[unitId].action.priority > prev[unitId].action.priority) {
74
- prev[unitId] = squadWithAction;
75
- }
76
- }
77
- else {
78
- prev[unitId] = squadWithAction;
79
- }
80
- });
81
- return prev;
82
- }, {});
83
- // Map of Squad ID to Unit Type to Count.
84
- const newSquadAssignments = Object.entries(unitIdToHighestRequest)
85
- .flatMap(([id, request]) => {
86
- const unitId = Number.parseInt(id);
87
- const unit = gameApi.getUnitData(unitId);
88
- const { squad: requestingSquad } = request;
89
- const missionName = requestingSquad.getMission()?.getUniqueName();
90
- if (!unit) {
91
- this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
92
- return [];
93
- }
94
- if (!this.unitIdToSquad.has(unitId)) {
95
- this.addUnitToSquad(requestingSquad, unit);
96
- return [{ unitName: unit?.name, squad: requestingSquad.getName() }];
97
- }
98
- return [];
99
- })
100
- .reduce((acc, curr) => {
101
- if (!acc[curr.squad]) {
102
- acc[curr.squad] = {};
103
- }
104
- if (!acc[curr.squad][curr.unitName]) {
105
- acc[curr.squad][curr.unitName] = 0;
106
- }
107
- acc[curr.squad][curr.unitName] = acc[curr.squad][curr.unitName] + 1;
108
- return acc;
109
- }, {});
110
- Object.entries(newSquadAssignments).forEach(([squad, assignments]) => {
111
- this.logger(`Squad ${squad} received: ${Object.entries(assignments)
112
- .map(([unitType, count]) => unitType + " x " + count)
113
- .join(", ")}`);
114
- });
115
- // Request units by type
116
- const isRequest = (a) => a.type === "request";
117
- const unitTypeToHighestRequest = squadActions
118
- .filter((a) => isRequest(a.action))
119
- .reduce((prev, a) => {
120
- const squadWithAction = a;
121
- const { unitNames } = squadWithAction.action;
122
- unitNames.forEach((unitName) => {
123
- if (prev.hasOwnProperty(unitName)) {
124
- if (prev[unitName].action.priority > prev[unitName].action.priority) {
125
- prev[unitName] = squadWithAction;
126
- }
127
- }
128
- else {
129
- prev[unitName] = squadWithAction;
130
- }
131
- });
132
- return prev;
133
- }, {});
134
- // Request combat-capable units in an area
135
- const isGrab = (a) => a.type === "requestCombatants";
136
- const grabRequests = squadActions.filter((a) => isGrab(a.action));
137
- // Find loose units
138
- const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
139
- const freeUnits = unitIds
140
- .map((unitId) => gameApi.getUnitData(unitId))
141
- .filter((unit) => !!unit && !this.unitIdToSquad.has(unit.id || 0))
142
- .map((unit) => unit);
143
- const newAssignmentsByType = freeUnits
144
- .flatMap((freeUnit) => {
145
- if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
146
- const { squad: requestingSquad } = unitTypeToHighestRequest[freeUnit.name];
147
- this.logger(`granting unit ${freeUnit.id}#${freeUnit.name} to squad ${requestingSquad.getName()}`);
148
- this.addUnitToSquad(requestingSquad, freeUnit);
149
- delete unitTypeToHighestRequest[freeUnit.name];
150
- return [
151
- { unitName: freeUnit.name, squad: requestingSquad.getName(), method: "type" },
152
- ];
153
- }
154
- else if (grabRequests.length > 0) {
155
- const grantedSquad = grabRequests.find((request) => {
156
- return (freeUnit.rules.isSelectableCombatant &&
157
- getDistanceBetween(freeUnit, request.action.point) <= request.action.radius);
158
- });
159
- if (grantedSquad) {
160
- this.addUnitToSquad(grantedSquad.squad, freeUnit);
161
- return [
162
- { unitName: freeUnit.name, squad: grantedSquad.squad.getName(), method: "grab" },
163
- ];
164
- }
165
- }
166
- return [];
167
- })
168
- .reduce((acc, curr) => {
169
- if (!acc[curr.squad]) {
170
- acc[curr.squad] = {};
171
- }
172
- if (!acc[curr.squad][curr.unitName]) {
173
- acc[curr.squad][curr.unitName] = { grab: 0, type: 0 };
174
- }
175
- acc[curr.squad][curr.unitName][curr.method] = acc[curr.squad][curr.unitName][curr.method] + 1;
176
- return acc;
177
- }, {});
178
- Object.entries(newAssignmentsByType).forEach(([squad, assignments]) => {
179
- this.logger(`Squad ${squad} received: ${Object.entries(assignments)
180
- .flatMap(([unitType, methodToCount]) => Object.entries(methodToCount)
181
- .filter(([, count]) => count > 0)
182
- .map(([method, count]) => unitType + " x " + count + " (by " + method + ")"))
183
- .join(", ")}`);
184
- });
185
- actionBatcher.resolve(actionsApi);
186
- }
187
- addUnitToSquad(squad, unit) {
188
- squad.addUnit(unit.id);
189
- this.unitIdToSquad.set(unit.id, squad);
190
- }
191
- registerSquad(squad) {
192
- this.squads.push(squad);
193
- }
194
- // return text to display for global debug
195
- getGlobalDebugText(gameApi) {
196
- const unitsInSquad = (unitIds) => countBy(unitIds, (unitId) => gameApi.getUnitData(unitId)?.name);
197
- let globalDebugText = "";
198
- this.squads.forEach((squad) => {
199
- this.logger(`Squad ${squad.getName()}: ${Object.entries(unitsInSquad(squad.getUnitIds()))
200
- .map(([unitName, count]) => `${unitName} x ${count}`)
201
- .join(", ")}`);
202
- const squadDebugText = squad.getGlobalDebugText();
203
- if (squadDebugText) {
204
- globalDebugText += squad.getName() + ": " + squadDebugText + "\n";
205
- }
206
- });
207
- return globalDebugText;
208
- }
209
- updateDebugText(actionsApi) {
210
- this.squads.forEach((squad) => {
211
- squad.getUnitIds().forEach((unitId) => actionsApi.setUnitDebugText(unitId, squad.getName()));
212
- });
213
- }
214
- }
215
- //# sourceMappingURL=squadController.js.map
@@ -1 +0,0 @@
1
- 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