@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.
- package/.env.template +4 -4
- package/.github/workflows/npm-publish.yml +24 -0
- package/README.md +108 -97
- package/dist/bot/bot.js +105 -105
- package/dist/bot/bot.js.map +1 -1
- package/dist/bot/logic/awareness.js +136 -136
- package/dist/bot/logic/building/antiAirStaticDefence.js +42 -42
- package/dist/bot/logic/building/antiGroundStaticDefence.js +34 -30
- package/dist/bot/logic/building/antiGroundStaticDefence.js.map +1 -1
- package/dist/bot/logic/building/{ArtilleryUnit.js → artilleryUnit.js} +18 -18
- package/dist/bot/logic/building/basicAirUnit.js +19 -19
- package/dist/bot/logic/building/basicBuilding.js +26 -26
- package/dist/bot/logic/building/basicGroundUnit.js +19 -19
- package/dist/bot/logic/building/buildingRules.js +175 -174
- package/dist/bot/logic/building/buildingRules.js.map +1 -1
- package/dist/bot/logic/building/common.js +19 -18
- package/dist/bot/logic/building/common.js.map +1 -1
- package/dist/bot/logic/building/harvester.js +16 -16
- package/dist/bot/logic/building/powerPlant.js +20 -20
- package/dist/bot/logic/building/queueController.js +183 -183
- package/dist/bot/logic/building/resourceCollectionBuilding.js +36 -36
- package/dist/bot/logic/common/scout.js +126 -126
- package/dist/bot/logic/common/utils.js +95 -85
- package/dist/bot/logic/common/utils.js.map +1 -1
- package/dist/bot/logic/composition/alliedCompositions.js +12 -12
- package/dist/bot/logic/composition/common.js +1 -1
- package/dist/bot/logic/composition/sovietCompositions.js +12 -12
- package/dist/bot/logic/map/map.js +44 -44
- package/dist/bot/logic/map/sector.js +137 -137
- package/dist/bot/logic/mission/actionBatcher.js +91 -91
- package/dist/bot/logic/mission/mission.js +122 -122
- package/dist/bot/logic/mission/missionController.js +321 -321
- package/dist/bot/logic/mission/missionFactories.js +12 -12
- package/dist/bot/logic/mission/missions/attackMission.js +214 -214
- package/dist/bot/logic/mission/missions/defenceMission.js +82 -82
- package/dist/bot/logic/mission/missions/engineerMission.js +63 -63
- package/dist/bot/logic/mission/missions/expansionMission.js +60 -60
- package/dist/bot/logic/mission/missions/retreatMission.js +33 -33
- package/dist/bot/logic/mission/missions/scoutingMission.js +133 -133
- package/dist/bot/logic/mission/missions/squads/combatSquad.js +115 -115
- package/dist/bot/logic/mission/missions/squads/common.js +57 -57
- package/dist/bot/logic/mission/missions/squads/squad.js +1 -1
- package/dist/bot/logic/threat/threat.js +22 -22
- package/dist/bot/logic/threat/threatCalculator.js +73 -73
- package/dist/exampleBot.js +100 -112
- package/dist/exampleBot.js.map +1 -1
- package/package.json +32 -29
- package/src/bot/bot.ts +161 -161
- package/src/bot/logic/awareness.ts +245 -245
- package/src/bot/logic/building/antiAirStaticDefence.ts +64 -64
- package/src/bot/logic/building/antiGroundStaticDefence.ts +55 -51
- package/src/bot/logic/building/artilleryUnit.ts +39 -39
- package/src/bot/logic/building/basicAirUnit.ts +39 -39
- package/src/bot/logic/building/basicBuilding.ts +49 -49
- package/src/bot/logic/building/basicGroundUnit.ts +39 -39
- package/src/bot/logic/building/buildingRules.ts +250 -247
- package/src/bot/logic/building/common.ts +21 -23
- package/src/bot/logic/building/harvester.ts +31 -31
- package/src/bot/logic/building/powerPlant.ts +32 -32
- package/src/bot/logic/building/queueController.ts +297 -297
- package/src/bot/logic/building/resourceCollectionBuilding.ts +52 -52
- package/src/bot/logic/common/scout.ts +183 -183
- package/src/bot/logic/common/utils.ts +120 -112
- package/src/bot/logic/composition/alliedCompositions.ts +22 -22
- package/src/bot/logic/composition/common.ts +3 -3
- package/src/bot/logic/composition/sovietCompositions.ts +21 -21
- package/src/bot/logic/map/map.ts +66 -66
- package/src/bot/logic/map/sector.ts +174 -174
- package/src/bot/logic/mission/actionBatcher.ts +124 -124
- package/src/bot/logic/mission/mission.ts +232 -232
- package/src/bot/logic/mission/missionController.ts +413 -413
- package/src/bot/logic/mission/missionFactories.ts +51 -51
- package/src/bot/logic/mission/missions/attackMission.ts +336 -336
- package/src/bot/logic/mission/missions/defenceMission.ts +151 -151
- package/src/bot/logic/mission/missions/engineerMission.ts +113 -113
- package/src/bot/logic/mission/missions/expansionMission.ts +104 -104
- package/src/bot/logic/mission/missions/retreatMission.ts +54 -54
- package/src/bot/logic/mission/missions/scoutingMission.ts +186 -186
- package/src/bot/logic/mission/missions/squads/combatSquad.ts +160 -160
- package/src/bot/logic/mission/missions/squads/common.ts +63 -63
- package/src/bot/logic/mission/missions/squads/squad.ts +19 -19
- package/src/bot/logic/threat/threatCalculator.ts +100 -100
- package/src/exampleBot.ts +111 -124
- package/tsconfig.json +73 -73
- package/dist/bot/logic/building/building.js +0 -82
- package/dist/bot/logic/building/massedAntiGroundUnit.js +0 -20
- package/dist/bot/logic/building/queues.js +0 -19
- package/dist/bot/logic/knowledge.js +0 -1
- package/dist/bot/logic/mission/basicMission.js +0 -26
- package/dist/bot/logic/mission/behaviours/combatSquad.js +0 -124
- package/dist/bot/logic/mission/behaviours/combatSquad.js.map +0 -1
- package/dist/bot/logic/mission/behaviours/common.js +0 -56
- package/dist/bot/logic/mission/behaviours/common.js.map +0 -1
- package/dist/bot/logic/mission/behaviours/engineerSquad.js +0 -39
- package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +0 -1
- package/dist/bot/logic/mission/behaviours/expansionSquad.js +0 -46
- package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +0 -1
- package/dist/bot/logic/mission/behaviours/retreatSquad.js +0 -31
- package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +0 -1
- package/dist/bot/logic/mission/behaviours/scoutingSquad.js +0 -94
- package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +0 -1
- package/dist/bot/logic/mission/expansionMission.js +0 -32
- package/dist/bot/logic/mission/missions/basicMission.js +0 -13
- package/dist/bot/logic/mission/missions/basicMission.js.map +0 -1
- package/dist/bot/logic/mission/missions/missionBehaviour.js +0 -2
- package/dist/bot/logic/mission/missions/missionBehaviour.js.map +0 -1
- package/dist/bot/logic/mission/missions/oneTimeMission.js +0 -27
- package/dist/bot/logic/mission/missions/oneTimeMission.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/actionBatcher.js +0 -36
- package/dist/bot/logic/squad/behaviours/actionBatcher.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/attackSquad.js +0 -82
- package/dist/bot/logic/squad/behaviours/combatSquad.js +0 -106
- package/dist/bot/logic/squad/behaviours/combatSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/common.js +0 -55
- package/dist/bot/logic/squad/behaviours/common.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/defenceSquad.js +0 -48
- package/dist/bot/logic/squad/behaviours/engineerSquad.js +0 -38
- package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/expansionSquad.js +0 -45
- package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/retreatSquad.js +0 -31
- package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +0 -93
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/squadExpansion.js +0 -31
- package/dist/bot/logic/squad/behaviours/squadScouters.js +0 -8
- package/dist/bot/logic/squad/squad.js +0 -126
- package/dist/bot/logic/squad/squad.js.map +0 -1
- package/dist/bot/logic/squad/squadBehaviour.js +0 -6
- package/dist/bot/logic/squad/squadBehaviour.js.map +0 -1
- package/dist/bot/logic/squad/squadBehaviours.js +0 -7
- package/dist/bot/logic/squad/squadBehaviours.js.map +0 -1
- package/dist/bot/logic/squad/squadController.js +0 -215
- package/dist/bot/logic/squad/squadController.js.map +0 -1
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import { OrderType, SideType } from "@chronodivide/game-api";
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import { disband, noop, requestUnits } from "../squadBehaviour.js";
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const DEPLOY_COOLDOWN_TICKS = 30;
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// Expansion or initial base.
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export class SquadExpansion {
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constructor() {
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this.hasAttemptedDeployWith = null;
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}
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onAiUpdate(gameApi, actionsApi, playerData, squad, threatData) {
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let myMcvName = playerData.country?.side == SideType.GDI ? "AMCV" : "SMCV";
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const mcvs = squad.getUnitsOfType(gameApi, myMcvName);
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if (mcvs.length === 0) {
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// Perhaps we deployed already (or the unit was destroyed), end the mission.
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if (this.hasAttemptedDeployWith !== null) {
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return disband();
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}
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// We need an mcv!
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return requestUnits(myMcvName, 100);
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}
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else if (!this.hasAttemptedDeployWith ||
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gameApi.getCurrentTick() > this.hasAttemptedDeployWith.gameTick + DEPLOY_COOLDOWN_TICKS) {
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actionsApi.orderUnits(mcvs.map((mcv) => mcv.id), OrderType.DeploySelected);
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// Add a cooldown to deploy attempts.
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this.hasAttemptedDeployWith = {
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unitId: mcvs[0].id,
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gameTick: gameApi.getCurrentTick(),
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};
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}
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return noop();
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}
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}
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import { Vector2 } from "@chronodivide/game-api";
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import { disband } from "./squadBehaviour.js";
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import { getDistanceBetweenTileAndPoint } from "../map/map.js";
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export var SquadLiveness;
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(function (SquadLiveness) {
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SquadLiveness[SquadLiveness["SquadDead"] = 0] = "SquadDead";
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SquadLiveness[SquadLiveness["SquadActive"] = 1] = "SquadActive";
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})(SquadLiveness || (SquadLiveness = {}));
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const calculateCenterOfMass = (unitTiles) => {
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if (unitTiles.length === 0) {
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return null;
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}
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// TODO: use median here
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const sums = unitTiles.reduce(({ x, y }, tile) => {
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return {
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x: x + (tile?.rx || 0),
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y: y + (tile?.ry || 0),
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};
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}, { x: 0, y: 0 });
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const centerOfMass = new Vector2(Math.round(sums.x / unitTiles.length), Math.round(sums.y / unitTiles.length));
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// max distance of units to the center of mass
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const distances = unitTiles.map((tile) => getDistanceBetweenTileAndPoint(tile, centerOfMass));
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const maxDistance = Math.max(...distances);
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return { centerOfMass, maxDistance };
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};
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export class Squad {
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constructor(name, behaviour, mission, killable = false) {
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this.name = name;
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this.behaviour = behaviour;
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this.mission = mission;
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this.killable = killable;
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this.unitIds = [];
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this.liveness = SquadLiveness.SquadActive;
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this.lastLivenessUpdateTick = 0;
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this.centerOfMass = null;
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this.maxDistanceToCenterOfMass = null;
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}
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getName() {
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return this.name;
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}
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getCenterOfMass() {
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return this.centerOfMass;
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}
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getMaxDistanceToCenterOfMass() {
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return this.maxDistanceToCenterOfMass;
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}
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onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, matchAwareness, logger) {
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this.updateLiveness(gameApi);
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const movableUnitTiles = this.unitIds
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.map((unitId) => gameApi.getUnitData(unitId))
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.filter((unit) => unit?.canMove)
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.map((unit) => unit?.tile)
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.filter((tile) => !!tile);
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const tileMetrics = calculateCenterOfMass(movableUnitTiles);
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if (tileMetrics) {
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this.centerOfMass = tileMetrics.centerOfMass;
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this.maxDistanceToCenterOfMass = tileMetrics.maxDistance;
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}
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else {
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this.centerOfMass = null;
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this.maxDistanceToCenterOfMass = null;
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}
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if (this.mission && this.mission.isActive() == false) {
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this.mission.removeSquad();
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this.mission = null;
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return disband();
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}
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else if (!this.mission) {
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return disband();
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}
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return this.behaviour.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, this, matchAwareness, logger);
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}
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getMission() {
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return this.mission;
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}
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setMission(mission) {
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if (this.mission != undefined && this.mission != mission) {
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this.mission.removeSquad();
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}
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this.mission = mission;
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}
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getUnitIds() {
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return this.unitIds;
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}
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getUnits(gameApi) {
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return this.unitIds
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.map((unitId) => gameApi.getUnitData(unitId))
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.filter((unit) => unit != null)
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.map((unit) => unit);
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}
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getUnitsOfTypes(gameApi, ...names) {
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return this.unitIds
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.map((unitId) => gameApi.getUnitData(unitId))
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.filter((unit) => !!unit && names.includes(unit.name))
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.map((unit) => unit);
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}
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getUnitsMatching(gameApi, filter) {
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.map((unitId) => gameApi.getUnitData(unitId))
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.filter((unit) => !!unit && filter(unit))
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.map((unit) => unit);
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}
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removeUnit(unitIdToRemove) {
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this.unitIds = this.unitIds.filter((unitId) => unitId != unitIdToRemove);
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}
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addUnit(unitIdToAdd) {
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}
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updateLiveness(gameApi) {
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this.unitIds = this.unitIds.filter((unitId) => gameApi.getUnitData(unitId));
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this.lastLivenessUpdateTick = gameApi.getCurrentTick();
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if (this.killable && this.unitIds.length == 0) {
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if (this.liveness == SquadLiveness.SquadActive) {
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this.liveness = SquadLiveness.SquadDead;
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}
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}
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}
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getLiveness() {
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return this.liveness;
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}
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getGlobalDebugText() {
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return this.behaviour.getGlobalDebugText();
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}
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}
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//# sourceMappingURL=squad.js.map
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@@ -1,6 +0,0 @@
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export const noop = () => ({ type: "noop" });
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export const disband = () => ({ type: "disband" });
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export const requestUnits = (unitNames, priority) => ({ type: "request", unitNames, priority });
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export const requestSpecificUnits = (unitIds, priority) => ({ type: "requestSpecific", unitIds, priority });
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export const grabCombatants = (point, radius) => ({ type: "requestCombatants", point, radius });
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//# sourceMappingURL=squadBehaviour.js.map
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@@ -1 +0,0 @@
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{"version":3,"file":"squadBehaviour.js","sourceRoot":"","sources":["../../../../src/bot/logic/squad/squadBehaviour.ts"],"names":[],"mappings":"AAgCA,MAAM,CAAC,MAAM,IAAI,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,CAAoB,CAAC;AAEhE,MAAM,CAAC,MAAM,OAAO,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,CAAuB,CAAC;AAEzE,MAAM,CAAC,MAAM,YAAY,GAAG,CAAC,SAAmB,EAAE,QAAgB,EAAE,EAAE,CAClE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAAE,CAA4B,CAAC;AAE1E,MAAM,CAAC,MAAM,oBAAoB,GAAG,CAAC,OAAiB,EAAE,QAAgB,EAAE,EAAE,CACxE,CAAC,EAAE,IAAI,EAAE,iBAAiB,EAAE,OAAO,EAAE,QAAQ,EAAE,CAAoC,CAAC;AAExF,MAAM,CAAC,MAAM,cAAc,GAAG,CAAC,KAAc,EAAE,MAAc,EAAE,EAAE,CAC7D,CAAC,EAAE,IAAI,EAAE,mBAAmB,EAAE,KAAK,EAAE,MAAM,EAAE,CAAkC,CAAC"}
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{"version":3,"file":"squadBehaviours.js","sourceRoot":"","sources":["../../../../src/bot/logic/squad/squadBehaviours.ts"],"names":[],"mappings":";AAGA;;;;IAII"}
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@@ -1,215 +0,0 @@
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// Meta-controller for forming and controlling squads.
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import { SquadLiveness } from "./squad.js";
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import { getDistanceBetween } from "../map/map.js";
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import { countBy } from "../common/utils.js";
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import { ActionBatcher } from "./behaviours/actionBatcher.js";
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export class SquadController {
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constructor(logger) {
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this.logger = logger;
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this.squads = [];
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this.unitIdToSquad = new Map();
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}
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onAiUpdate(gameApi, actionsApi, playerData, matchAwareness) {
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// Remove dead squads or those where the mission is dead.
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this.squads = this.squads.filter((squad) => squad.getLiveness() !== SquadLiveness.SquadDead);
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this.squads.sort((a, b) => a.getName().localeCompare(b.getName()));
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// Check for units in multiple squads, this shouldn't happen.
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this.unitIdToSquad = new Map();
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this.squads.forEach((squad) => {
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squad.getUnitIds().forEach((unitId) => {
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if (this.unitIdToSquad.has(unitId)) {
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this.logger(`WARNING: unit ${unitId} is in multiple squads, please debug.`);
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}
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else {
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this.unitIdToSquad.set(unitId, squad);
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}
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});
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});
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// Batch actions to reduce spamming of actions for larger armies.
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const actionBatcher = new ActionBatcher();
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-
const squadActions = this.squads.map((squad) => {
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return {
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squad,
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action: squad.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, matchAwareness, this.logger),
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};
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});
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// Handle disbands and merges.
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const isDisband = (a) => a.type === "disband";
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const isMerge = (a) => a.type === "mergeInto";
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|
-
let disbandedSquads = new Set();
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squadActions
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.filter((a) => isDisband(a.action))
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.forEach((a) => {
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this.logger(`Squad ${a.squad.getName()} disbanding as requested.`);
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a.squad.getMission()?.removeSquad();
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a.squad.getUnitIds().forEach((unitId) => {
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this.unitIdToSquad.delete(unitId);
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actionsApi.setUnitDebugText(unitId, undefined);
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});
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disbandedSquads.add(a.squad.getName());
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});
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squadActions
|
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.filter((a) => isMerge(a.action))
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.forEach((a) => {
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let mergeInto = a.action;
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if (disbandedSquads.has(mergeInto.mergeInto.getName())) {
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this.logger(`Squad ${a.squad.getName()} tried to merge into disbanded squad ${mergeInto.mergeInto.getName()}, cancelling.`);
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return;
|
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}
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|
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a.squad.getUnitIds().forEach((unitId) => mergeInto.mergeInto.addUnit(unitId));
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disbandedSquads.add(a.squad.getName());
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});
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// remove disbanded and merged squads.
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-
this.squads = this.squads.filter((squad) => !disbandedSquads.has(squad.getName()));
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|
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// Request specific units by ID
|
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|
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const isRequestSpecific = (a) => a.type === "requestSpecific";
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const unitIdToHighestRequest = squadActions
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.filter((a) => isRequestSpecific(a.action))
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.reduce((prev, a) => {
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const squadWithAction = a;
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const { unitIds } = squadWithAction.action;
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|
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unitIds.forEach((unitId) => {
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if (prev.hasOwnProperty(unitId)) {
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if (prev[unitId].action.priority > prev[unitId].action.priority) {
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prev[unitId] = squadWithAction;
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}
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}
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else {
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prev[unitId] = squadWithAction;
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}
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});
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|
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return prev;
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|
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}, {});
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|
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// Map of Squad ID to Unit Type to Count.
|
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|
-
const newSquadAssignments = Object.entries(unitIdToHighestRequest)
|
|
85
|
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.flatMap(([id, request]) => {
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|
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const unitId = Number.parseInt(id);
|
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|
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const unit = gameApi.getUnitData(unitId);
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|
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const { squad: requestingSquad } = request;
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|
-
const missionName = requestingSquad.getMission()?.getUniqueName();
|
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|
-
if (!unit) {
|
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|
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this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
|
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|
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return [];
|
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|
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}
|
|
94
|
-
if (!this.unitIdToSquad.has(unitId)) {
|
|
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|
-
this.addUnitToSquad(requestingSquad, unit);
|
|
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|
-
return [{ unitName: unit?.name, squad: requestingSquad.getName() }];
|
|
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|
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}
|
|
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|
-
return [];
|
|
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|
-
})
|
|
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|
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.reduce((acc, curr) => {
|
|
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|
-
if (!acc[curr.squad]) {
|
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|
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acc[curr.squad] = {};
|
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|
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}
|
|
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|
-
if (!acc[curr.squad][curr.unitName]) {
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|
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acc[curr.squad][curr.unitName] = 0;
|
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|
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}
|
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|
-
acc[curr.squad][curr.unitName] = acc[curr.squad][curr.unitName] + 1;
|
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|
-
return acc;
|
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|
-
}, {});
|
|
110
|
-
Object.entries(newSquadAssignments).forEach(([squad, assignments]) => {
|
|
111
|
-
this.logger(`Squad ${squad} received: ${Object.entries(assignments)
|
|
112
|
-
.map(([unitType, count]) => unitType + " x " + count)
|
|
113
|
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.join(", ")}`);
|
|
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|
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});
|
|
115
|
-
// Request units by type
|
|
116
|
-
const isRequest = (a) => a.type === "request";
|
|
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|
-
const unitTypeToHighestRequest = squadActions
|
|
118
|
-
.filter((a) => isRequest(a.action))
|
|
119
|
-
.reduce((prev, a) => {
|
|
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|
-
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;
|
|
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|
-
}
|
|
127
|
-
}
|
|
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|
-
else {
|
|
129
|
-
prev[unitName] = squadWithAction;
|
|
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|
-
}
|
|
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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