@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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// Meta-controller for forming and controlling missions.
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// Missions are groups of zero or more units that aim to accomplish a particular goal.
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import { Vector2 } from "@chronodivide/game-api";
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import { isDisbandMission, isGrabCombatants, isReleaseUnits, isRequestSpecificUnits, isRequestUnits, } from "./mission.js";
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import { createMissionFactories } from "./missionFactories.js";
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import { ActionBatcher } from "./actionBatcher.js";
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import { countBy, isSelectableCombatant } from "../common/utils.js";
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// `missingUnitTypes` priority decays by this much every update loop.
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const MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE = 0.75;
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const MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE = 1;
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export class MissionController {
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constructor(logger) {
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this.logger = logger;
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this.missions = [];
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// A mapping of unit IDs to the missions they are assigned to. This may contain units that are dead, but
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// is periodically cleaned in the update loop.
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this.unitIdToMission = new Map();
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// A mapping of unit types to the highest priority requested for a mission.
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// This decays over time if requests are not 'refreshed' by mission.
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this.requestedUnitTypes = new Map();
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// Tracks missions to be externally disbanded the next time the mission update loop occurs.
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this.forceDisbandedMissions = [];
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this.missionFactories = createMissionFactories();
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}
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updateUnitIds(gameApi) {
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// Check for units in multiple missions, this shouldn't happen.
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this.unitIdToMission = new Map();
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this.missions.forEach((mission) => {
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const toRemove = [];
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mission.getUnitIds().forEach((unitId) => {
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if (this.unitIdToMission.has(unitId)) {
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this.logger(`WARNING: unit ${unitId} is in multiple missions, please debug.`);
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}
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else if (!gameApi.getGameObjectData(unitId)) {
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// say, if a unit was killed
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toRemove.push(unitId);
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}
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else {
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this.unitIdToMission.set(unitId, mission);
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}
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});
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toRemove.forEach((unitId) => mission.removeUnit(unitId));
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});
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}
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onAiUpdate(gameApi, actionsApi, playerData, matchAwareness) {
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// Remove inactive missions.
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this.missions = this.missions.filter((missions) => missions.isActive());
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this.updateUnitIds(gameApi);
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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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// Poll missions for requested actions.
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const missionActions = this.missions.map((mission) => ({
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mission,
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action: mission.onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher),
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}));
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// Handle disbands and merges.
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const disbandedMissions = new Map();
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const disbandedMissionsArray = [];
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this.forceDisbandedMissions.forEach((name) => disbandedMissions.set(name, null));
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this.forceDisbandedMissions = [];
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missionActions.filter(isDisbandMission).forEach((a) => {
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this.logger(`Mission ${a.mission.getUniqueName()} disbanding as requested.`);
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a.mission.getUnitIds().forEach((unitId) => {
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this.unitIdToMission.delete(unitId);
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actionsApi.setUnitDebugText(unitId, undefined);
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});
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disbandedMissions.set(a.mission.getUniqueName(), a.action.reason);
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});
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// Handle unit requests.
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// Release units
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missionActions.filter(isReleaseUnits).forEach((a) => {
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a.action.unitIds.forEach((unitId) => {
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if (this.unitIdToMission.get(unitId)?.getUniqueName() === a.mission.getUniqueName()) {
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this.removeUnitFromMission(a.mission, unitId, actionsApi);
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}
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});
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});
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// Request specific units by ID
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const unitIdToHighestRequest = missionActions.filter(isRequestSpecificUnits).reduce((prev, missionWithAction) => {
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const { unitIds } = missionWithAction.action;
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unitIds.forEach((unitId) => {
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if (prev[unitId].action.priority > prev[unitId].action.priority) {
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prev[unitId] = missionWithAction;
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}
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}
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else {
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prev[unitId] = missionWithAction;
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}
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});
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return prev;
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}, {});
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// Map of Mission ID to Unit Type to Count.
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const newMissionAssignments = Object.entries(unitIdToHighestRequest)
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.flatMap(([id, request]) => {
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const unitId = Number.parseInt(id);
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const unit = gameApi.getGameObjectData(unitId);
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const { mission: requestingMission } = request;
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const missionName = requestingMission.getUniqueName();
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if (!unit) {
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this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
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return [];
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}
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if (!this.unitIdToMission.has(unitId)) {
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this.addUnitToMission(requestingMission, unit, actionsApi);
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return [{ unitName: unit?.name, mission: requestingMission.getUniqueName() }];
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}
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return [];
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})
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.reduce((acc, curr) => {
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if (!acc[curr.mission]) {
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acc[curr.mission] = {};
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}
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if (!acc[curr.mission][curr.unitName]) {
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acc[curr.mission][curr.unitName] = 0;
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}
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acc[curr.mission][curr.unitName] = acc[curr.mission][curr.unitName] + 1;
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return acc;
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}, {});
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Object.entries(newMissionAssignments).forEach(([mission, assignments]) => {
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this.logger(`Mission ${mission} received: ${Object.entries(assignments)
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.map(([unitType, count]) => unitType + " x " + count)
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.join(", ")}`);
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});
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// Request units by type - store the highest priority mission for each unit type.
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const unitTypeToHighestRequest = missionActions.filter(isRequestUnits).reduce((prev, missionWithAction) => {
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const { unitNames } = missionWithAction.action;
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unitNames.forEach((unitName) => {
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if (prev.hasOwnProperty(unitName)) {
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if (prev[unitName].action.priority > prev[unitName].action.priority) {
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prev[unitName] = missionWithAction;
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}
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}
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prev[unitName] = missionWithAction;
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});
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}, {});
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const grabRequests = missionActions.filter(isGrabCombatants);
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// Find un-assigned units and distribute them among all the requesting missions.
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const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
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// List of units that are unassigned or not in a locked mission.
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.map((unitId) => gameApi.getGameObjectData(unitId))
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mission: this.unitIdToMission.get(unit.id),
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}))
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.filter((unitWithMission) => !unitWithMission.mission || unitWithMission.mission.isUnitsLocked() === false);
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// Sort free units so that unassigned units get chosen before assigned (but unlocked) units.
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freeUnits.sort((u1, u2) => (u1.mission?.getPriority() ?? 0) - (u2.mission?.getPriority() ?? 0));
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const newAssignmentsByType = freeUnits
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.flatMap(({ unit: freeUnit, mission: donatingMission }) => {
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if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
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const { mission: requestingMission } = unitTypeToHighestRequest[freeUnit.name];
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if (donatingMission) {
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if (donatingMission === requestingMission ||
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donatingMission.getPriority() > requestingMission.getPriority()) {
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return [];
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}
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this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
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}
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this.logger(`granting unit ${freeUnit.id}#${freeUnit.name} to mission ${requestingMission.getUniqueName()}`);
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this.addUnitToMission(requestingMission, freeUnit, actionsApi);
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delete unitTypeToHighestRequest[freeUnit.name];
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return [
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{ unitName: freeUnit.name, missionName: requestingMission.getUniqueName(), method: "type" },
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];
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}
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else if (grabRequests.length > 0) {
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const grantedMission = grabRequests.find((request) => {
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const canGrabUnit = isSelectableCombatant(freeUnit);
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return (canGrabUnit &&
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177
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request.action.point.distanceTo(new Vector2(freeUnit.tile.rx, freeUnit.tile.ry)) <=
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178
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request.action.radius);
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});
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180
|
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if (grantedMission) {
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181
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if (donatingMission) {
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182
|
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if (donatingMission === grantedMission.mission ||
|
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183
|
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donatingMission.getPriority() > grantedMission.mission.getPriority()) {
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|
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return [];
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185
|
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}
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186
|
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this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
|
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187
|
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}
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188
|
-
this.addUnitToMission(grantedMission.mission, freeUnit, actionsApi);
|
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189
|
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return [
|
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190
|
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{
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191
|
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unitName: freeUnit.name,
|
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192
|
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missionName: grantedMission.mission.getUniqueName(),
|
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|
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method: "grab",
|
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194
|
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},
|
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195
|
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];
|
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196
|
-
}
|
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|
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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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200
|
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.reduce((acc, curr) => {
|
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201
|
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if (!acc[curr.missionName]) {
|
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|
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acc[curr.missionName] = {};
|
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|
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}
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204
|
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if (!acc[curr.missionName][curr.unitName]) {
|
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205
|
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acc[curr.missionName][curr.unitName] = { grab: 0, type: 0 };
|
|
206
|
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}
|
|
207
|
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acc[curr.missionName][curr.unitName][curr.method] =
|
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208
|
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acc[curr.missionName][curr.unitName][curr.method] + 1;
|
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209
|
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return acc;
|
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210
|
-
}, {});
|
|
211
|
-
Object.entries(newAssignmentsByType).forEach(([mission, assignments]) => {
|
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212
|
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this.logger(`Mission ${mission} received: ${Object.entries(assignments)
|
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213
|
-
.flatMap(([unitType, methodToCount]) => Object.entries(methodToCount)
|
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214
|
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.filter(([, count]) => count > 0)
|
|
215
|
-
.map(([method, count]) => unitType + " x " + count + " (by " + method + ")"))
|
|
216
|
-
.join(", ")}`);
|
|
217
|
-
});
|
|
218
|
-
this.updateRequestedUnitTypes(unitTypeToHighestRequest);
|
|
219
|
-
// Send all actions that can be batched together.
|
|
220
|
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actionBatcher.resolve(actionsApi);
|
|
221
|
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// Remove disbanded and merged missions.
|
|
222
|
-
this.missions
|
|
223
|
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.filter((missions) => disbandedMissions.has(missions.getUniqueName()))
|
|
224
|
-
.forEach((disbandedMission) => {
|
|
225
|
-
const reason = disbandedMissions.get(disbandedMission.getUniqueName());
|
|
226
|
-
this.logger(`mission disbanded: ${disbandedMission.getUniqueName()}, reason: ${reason}`);
|
|
227
|
-
disbandedMissionsArray.push({ mission: disbandedMission, reason });
|
|
228
|
-
disbandedMission.endMission(disbandedMissions.get(disbandedMission.getUniqueName()));
|
|
229
|
-
});
|
|
230
|
-
this.missions = this.missions.filter((missions) => !disbandedMissions.has(missions.getUniqueName()));
|
|
231
|
-
// Create dynamic missions.
|
|
232
|
-
this.missionFactories.forEach((missionFactory) => {
|
|
233
|
-
missionFactory.maybeCreateMissions(gameApi, playerData, matchAwareness, this, this.logger);
|
|
234
|
-
disbandedMissionsArray.forEach(({ reason, mission }) => {
|
|
235
|
-
missionFactory.onMissionFailed(gameApi, playerData, matchAwareness, mission, reason, this, this.logger);
|
|
236
|
-
});
|
|
237
|
-
});
|
|
238
|
-
}
|
|
239
|
-
updateRequestedUnitTypes(missingUnitTypeToHighestRequest) {
|
|
240
|
-
// Decay the priority over time.
|
|
241
|
-
const currentUnitTypes = Array.from(this.requestedUnitTypes.keys());
|
|
242
|
-
for (const unitType of currentUnitTypes) {
|
|
243
|
-
const newPriority = this.requestedUnitTypes.get(unitType) * MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE -
|
|
244
|
-
MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE;
|
|
245
|
-
if (newPriority > 0.5) {
|
|
246
|
-
this.requestedUnitTypes.set(unitType, newPriority);
|
|
247
|
-
}
|
|
248
|
-
else {
|
|
249
|
-
this.requestedUnitTypes.delete(unitType);
|
|
250
|
-
}
|
|
251
|
-
}
|
|
252
|
-
// Add the new missing units to the priority set, if the request is higher than the existing value.
|
|
253
|
-
Object.entries(missingUnitTypeToHighestRequest).forEach(([unitType, request]) => {
|
|
254
|
-
const currentPriority = this.requestedUnitTypes.get(unitType);
|
|
255
|
-
this.requestedUnitTypes.set(unitType, currentPriority ? Math.max(currentPriority, request.action.priority) : request.action.priority);
|
|
256
|
-
});
|
|
257
|
-
}
|
|
258
|
-
/**
|
|
259
|
-
* Returns the set of units that have been requested for production by the missions.
|
|
260
|
-
*
|
|
261
|
-
* @returns A map of unit type to the highest priority for that unit type.
|
|
262
|
-
*/
|
|
263
|
-
getRequestedUnitTypes() {
|
|
264
|
-
return this.requestedUnitTypes;
|
|
265
|
-
}
|
|
266
|
-
addUnitToMission(mission, unit, actionsApi) {
|
|
267
|
-
mission.addUnit(unit.id);
|
|
268
|
-
this.unitIdToMission.set(unit.id, mission);
|
|
269
|
-
actionsApi.setUnitDebugText(unit.id, mission.getUniqueName() + "_" + unit.id);
|
|
270
|
-
}
|
|
271
|
-
removeUnitFromMission(mission, unitId, actionsApi) {
|
|
272
|
-
mission.removeUnit(unitId);
|
|
273
|
-
this.unitIdToMission.delete(unitId);
|
|
274
|
-
actionsApi.setUnitDebugText(unitId, undefined);
|
|
275
|
-
}
|
|
276
|
-
/**
|
|
277
|
-
* Attempts to add a mission to the active set.
|
|
278
|
-
* @param mission
|
|
279
|
-
* @returns The mission if it was accepted, or null if it was not.
|
|
280
|
-
*/
|
|
281
|
-
addMission(mission) {
|
|
282
|
-
if (this.missions.some((m) => m.getUniqueName() === mission.getUniqueName())) {
|
|
283
|
-
// reject non-unique mission names
|
|
284
|
-
return null;
|
|
285
|
-
}
|
|
286
|
-
this.logger(`Added mission: ${mission.getUniqueName()}`);
|
|
287
|
-
this.missions.push(mission);
|
|
288
|
-
return mission;
|
|
289
|
-
}
|
|
290
|
-
/**
|
|
291
|
-
* Disband the provided mission on the next possible opportunity.
|
|
292
|
-
*/
|
|
293
|
-
disbandMission(missionName) {
|
|
294
|
-
this.forceDisbandedMissions.push(missionName);
|
|
295
|
-
}
|
|
296
|
-
// return text to display for global debug
|
|
297
|
-
getGlobalDebugText(gameApi) {
|
|
298
|
-
const unitsInMission = (unitIds) => countBy(unitIds, (unitId) => gameApi.getGameObjectData(unitId)?.name);
|
|
299
|
-
let globalDebugText = "";
|
|
300
|
-
this.missions.forEach((mission) => {
|
|
301
|
-
this.logger(`Mission ${mission.getUniqueName()}: ${Object.entries(unitsInMission(mission.getUnitIds()))
|
|
302
|
-
.map(([unitName, count]) => `${unitName} x ${count}`)
|
|
303
|
-
.join(", ")}`);
|
|
304
|
-
const missionDebugText = mission.getGlobalDebugText();
|
|
305
|
-
if (missionDebugText) {
|
|
306
|
-
globalDebugText += mission.getUniqueName() + ": " + missionDebugText + "\n";
|
|
307
|
-
}
|
|
308
|
-
});
|
|
309
|
-
return globalDebugText;
|
|
310
|
-
}
|
|
311
|
-
updateDebugText(actionsApi) {
|
|
312
|
-
this.missions.forEach((mission) => {
|
|
313
|
-
mission
|
|
314
|
-
.getUnitIds()
|
|
315
|
-
.forEach((unitId) => actionsApi.setUnitDebugText(unitId, `${unitId}: ${mission.getUniqueName()}`));
|
|
316
|
-
});
|
|
317
|
-
}
|
|
318
|
-
getMissions() {
|
|
319
|
-
return this.missions;
|
|
320
|
-
}
|
|
321
|
-
}
|
|
1
|
+
// Meta-controller for forming and controlling missions.
|
|
2
|
+
// Missions are groups of zero or more units that aim to accomplish a particular goal.
|
|
3
|
+
import { Vector2 } from "@chronodivide/game-api";
|
|
4
|
+
import { isDisbandMission, isGrabCombatants, isReleaseUnits, isRequestSpecificUnits, isRequestUnits, } from "./mission.js";
|
|
5
|
+
import { createMissionFactories } from "./missionFactories.js";
|
|
6
|
+
import { ActionBatcher } from "./actionBatcher.js";
|
|
7
|
+
import { countBy, isSelectableCombatant } from "../common/utils.js";
|
|
8
|
+
// `missingUnitTypes` priority decays by this much every update loop.
|
|
9
|
+
const MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE = 0.75;
|
|
10
|
+
const MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE = 1;
|
|
11
|
+
export class MissionController {
|
|
12
|
+
constructor(logger) {
|
|
13
|
+
this.logger = logger;
|
|
14
|
+
this.missions = [];
|
|
15
|
+
// A mapping of unit IDs to the missions they are assigned to. This may contain units that are dead, but
|
|
16
|
+
// is periodically cleaned in the update loop.
|
|
17
|
+
this.unitIdToMission = new Map();
|
|
18
|
+
// A mapping of unit types to the highest priority requested for a mission.
|
|
19
|
+
// This decays over time if requests are not 'refreshed' by mission.
|
|
20
|
+
this.requestedUnitTypes = new Map();
|
|
21
|
+
// Tracks missions to be externally disbanded the next time the mission update loop occurs.
|
|
22
|
+
this.forceDisbandedMissions = [];
|
|
23
|
+
this.missionFactories = createMissionFactories();
|
|
24
|
+
}
|
|
25
|
+
updateUnitIds(gameApi) {
|
|
26
|
+
// Check for units in multiple missions, this shouldn't happen.
|
|
27
|
+
this.unitIdToMission = new Map();
|
|
28
|
+
this.missions.forEach((mission) => {
|
|
29
|
+
const toRemove = [];
|
|
30
|
+
mission.getUnitIds().forEach((unitId) => {
|
|
31
|
+
if (this.unitIdToMission.has(unitId)) {
|
|
32
|
+
this.logger(`WARNING: unit ${unitId} is in multiple missions, please debug.`);
|
|
33
|
+
}
|
|
34
|
+
else if (!gameApi.getGameObjectData(unitId)) {
|
|
35
|
+
// say, if a unit was killed
|
|
36
|
+
toRemove.push(unitId);
|
|
37
|
+
}
|
|
38
|
+
else {
|
|
39
|
+
this.unitIdToMission.set(unitId, mission);
|
|
40
|
+
}
|
|
41
|
+
});
|
|
42
|
+
toRemove.forEach((unitId) => mission.removeUnit(unitId));
|
|
43
|
+
});
|
|
44
|
+
}
|
|
45
|
+
onAiUpdate(gameApi, actionsApi, playerData, matchAwareness) {
|
|
46
|
+
// Remove inactive missions.
|
|
47
|
+
this.missions = this.missions.filter((missions) => missions.isActive());
|
|
48
|
+
this.updateUnitIds(gameApi);
|
|
49
|
+
// Batch actions to reduce spamming of actions for larger armies.
|
|
50
|
+
const actionBatcher = new ActionBatcher();
|
|
51
|
+
// Poll missions for requested actions.
|
|
52
|
+
const missionActions = this.missions.map((mission) => ({
|
|
53
|
+
mission,
|
|
54
|
+
action: mission.onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher),
|
|
55
|
+
}));
|
|
56
|
+
// Handle disbands and merges.
|
|
57
|
+
const disbandedMissions = new Map();
|
|
58
|
+
const disbandedMissionsArray = [];
|
|
59
|
+
this.forceDisbandedMissions.forEach((name) => disbandedMissions.set(name, null));
|
|
60
|
+
this.forceDisbandedMissions = [];
|
|
61
|
+
missionActions.filter(isDisbandMission).forEach((a) => {
|
|
62
|
+
this.logger(`Mission ${a.mission.getUniqueName()} disbanding as requested.`);
|
|
63
|
+
a.mission.getUnitIds().forEach((unitId) => {
|
|
64
|
+
this.unitIdToMission.delete(unitId);
|
|
65
|
+
actionsApi.setUnitDebugText(unitId, undefined);
|
|
66
|
+
});
|
|
67
|
+
disbandedMissions.set(a.mission.getUniqueName(), a.action.reason);
|
|
68
|
+
});
|
|
69
|
+
// Handle unit requests.
|
|
70
|
+
// Release units
|
|
71
|
+
missionActions.filter(isReleaseUnits).forEach((a) => {
|
|
72
|
+
a.action.unitIds.forEach((unitId) => {
|
|
73
|
+
if (this.unitIdToMission.get(unitId)?.getUniqueName() === a.mission.getUniqueName()) {
|
|
74
|
+
this.removeUnitFromMission(a.mission, unitId, actionsApi);
|
|
75
|
+
}
|
|
76
|
+
});
|
|
77
|
+
});
|
|
78
|
+
// Request specific units by ID
|
|
79
|
+
const unitIdToHighestRequest = missionActions.filter(isRequestSpecificUnits).reduce((prev, missionWithAction) => {
|
|
80
|
+
const { unitIds } = missionWithAction.action;
|
|
81
|
+
unitIds.forEach((unitId) => {
|
|
82
|
+
if (prev.hasOwnProperty(unitId)) {
|
|
83
|
+
if (prev[unitId].action.priority > prev[unitId].action.priority) {
|
|
84
|
+
prev[unitId] = missionWithAction;
|
|
85
|
+
}
|
|
86
|
+
}
|
|
87
|
+
else {
|
|
88
|
+
prev[unitId] = missionWithAction;
|
|
89
|
+
}
|
|
90
|
+
});
|
|
91
|
+
return prev;
|
|
92
|
+
}, {});
|
|
93
|
+
// Map of Mission ID to Unit Type to Count.
|
|
94
|
+
const newMissionAssignments = Object.entries(unitIdToHighestRequest)
|
|
95
|
+
.flatMap(([id, request]) => {
|
|
96
|
+
const unitId = Number.parseInt(id);
|
|
97
|
+
const unit = gameApi.getGameObjectData(unitId);
|
|
98
|
+
const { mission: requestingMission } = request;
|
|
99
|
+
const missionName = requestingMission.getUniqueName();
|
|
100
|
+
if (!unit) {
|
|
101
|
+
this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
|
|
102
|
+
return [];
|
|
103
|
+
}
|
|
104
|
+
if (!this.unitIdToMission.has(unitId)) {
|
|
105
|
+
this.addUnitToMission(requestingMission, unit, actionsApi);
|
|
106
|
+
return [{ unitName: unit?.name, mission: requestingMission.getUniqueName() }];
|
|
107
|
+
}
|
|
108
|
+
return [];
|
|
109
|
+
})
|
|
110
|
+
.reduce((acc, curr) => {
|
|
111
|
+
if (!acc[curr.mission]) {
|
|
112
|
+
acc[curr.mission] = {};
|
|
113
|
+
}
|
|
114
|
+
if (!acc[curr.mission][curr.unitName]) {
|
|
115
|
+
acc[curr.mission][curr.unitName] = 0;
|
|
116
|
+
}
|
|
117
|
+
acc[curr.mission][curr.unitName] = acc[curr.mission][curr.unitName] + 1;
|
|
118
|
+
return acc;
|
|
119
|
+
}, {});
|
|
120
|
+
Object.entries(newMissionAssignments).forEach(([mission, assignments]) => {
|
|
121
|
+
this.logger(`Mission ${mission} received: ${Object.entries(assignments)
|
|
122
|
+
.map(([unitType, count]) => unitType + " x " + count)
|
|
123
|
+
.join(", ")}`);
|
|
124
|
+
});
|
|
125
|
+
// Request units by type - store the highest priority mission for each unit type.
|
|
126
|
+
const unitTypeToHighestRequest = missionActions.filter(isRequestUnits).reduce((prev, missionWithAction) => {
|
|
127
|
+
const { unitNames } = missionWithAction.action;
|
|
128
|
+
unitNames.forEach((unitName) => {
|
|
129
|
+
if (prev.hasOwnProperty(unitName)) {
|
|
130
|
+
if (prev[unitName].action.priority > prev[unitName].action.priority) {
|
|
131
|
+
prev[unitName] = missionWithAction;
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
else {
|
|
135
|
+
prev[unitName] = missionWithAction;
|
|
136
|
+
}
|
|
137
|
+
});
|
|
138
|
+
return prev;
|
|
139
|
+
}, {});
|
|
140
|
+
// Request combat-capable units in an area
|
|
141
|
+
const grabRequests = missionActions.filter(isGrabCombatants);
|
|
142
|
+
// Find un-assigned units and distribute them among all the requesting missions.
|
|
143
|
+
const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
|
|
144
|
+
// List of units that are unassigned or not in a locked mission.
|
|
145
|
+
const freeUnits = unitIds
|
|
146
|
+
.map((unitId) => gameApi.getGameObjectData(unitId))
|
|
147
|
+
.filter((unit) => !!unit)
|
|
148
|
+
.map((unit) => ({
|
|
149
|
+
unit,
|
|
150
|
+
mission: this.unitIdToMission.get(unit.id),
|
|
151
|
+
}))
|
|
152
|
+
.filter((unitWithMission) => !unitWithMission.mission || unitWithMission.mission.isUnitsLocked() === false);
|
|
153
|
+
// Sort free units so that unassigned units get chosen before assigned (but unlocked) units.
|
|
154
|
+
freeUnits.sort((u1, u2) => (u1.mission?.getPriority() ?? 0) - (u2.mission?.getPriority() ?? 0));
|
|
155
|
+
const newAssignmentsByType = freeUnits
|
|
156
|
+
.flatMap(({ unit: freeUnit, mission: donatingMission }) => {
|
|
157
|
+
if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
|
|
158
|
+
const { mission: requestingMission } = unitTypeToHighestRequest[freeUnit.name];
|
|
159
|
+
if (donatingMission) {
|
|
160
|
+
if (donatingMission === requestingMission ||
|
|
161
|
+
donatingMission.getPriority() > requestingMission.getPriority()) {
|
|
162
|
+
return [];
|
|
163
|
+
}
|
|
164
|
+
this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
|
|
165
|
+
}
|
|
166
|
+
this.logger(`granting unit ${freeUnit.id}#${freeUnit.name} to mission ${requestingMission.getUniqueName()}`);
|
|
167
|
+
this.addUnitToMission(requestingMission, freeUnit, actionsApi);
|
|
168
|
+
delete unitTypeToHighestRequest[freeUnit.name];
|
|
169
|
+
return [
|
|
170
|
+
{ unitName: freeUnit.name, missionName: requestingMission.getUniqueName(), method: "type" },
|
|
171
|
+
];
|
|
172
|
+
}
|
|
173
|
+
else if (grabRequests.length > 0) {
|
|
174
|
+
const grantedMission = grabRequests.find((request) => {
|
|
175
|
+
const canGrabUnit = isSelectableCombatant(freeUnit);
|
|
176
|
+
return (canGrabUnit &&
|
|
177
|
+
request.action.point.distanceTo(new Vector2(freeUnit.tile.rx, freeUnit.tile.ry)) <=
|
|
178
|
+
request.action.radius);
|
|
179
|
+
});
|
|
180
|
+
if (grantedMission) {
|
|
181
|
+
if (donatingMission) {
|
|
182
|
+
if (donatingMission === grantedMission.mission ||
|
|
183
|
+
donatingMission.getPriority() > grantedMission.mission.getPriority()) {
|
|
184
|
+
return [];
|
|
185
|
+
}
|
|
186
|
+
this.removeUnitFromMission(donatingMission, freeUnit.id, actionsApi);
|
|
187
|
+
}
|
|
188
|
+
this.addUnitToMission(grantedMission.mission, freeUnit, actionsApi);
|
|
189
|
+
return [
|
|
190
|
+
{
|
|
191
|
+
unitName: freeUnit.name,
|
|
192
|
+
missionName: grantedMission.mission.getUniqueName(),
|
|
193
|
+
method: "grab",
|
|
194
|
+
},
|
|
195
|
+
];
|
|
196
|
+
}
|
|
197
|
+
}
|
|
198
|
+
return [];
|
|
199
|
+
})
|
|
200
|
+
.reduce((acc, curr) => {
|
|
201
|
+
if (!acc[curr.missionName]) {
|
|
202
|
+
acc[curr.missionName] = {};
|
|
203
|
+
}
|
|
204
|
+
if (!acc[curr.missionName][curr.unitName]) {
|
|
205
|
+
acc[curr.missionName][curr.unitName] = { grab: 0, type: 0 };
|
|
206
|
+
}
|
|
207
|
+
acc[curr.missionName][curr.unitName][curr.method] =
|
|
208
|
+
acc[curr.missionName][curr.unitName][curr.method] + 1;
|
|
209
|
+
return acc;
|
|
210
|
+
}, {});
|
|
211
|
+
Object.entries(newAssignmentsByType).forEach(([mission, assignments]) => {
|
|
212
|
+
this.logger(`Mission ${mission} received: ${Object.entries(assignments)
|
|
213
|
+
.flatMap(([unitType, methodToCount]) => Object.entries(methodToCount)
|
|
214
|
+
.filter(([, count]) => count > 0)
|
|
215
|
+
.map(([method, count]) => unitType + " x " + count + " (by " + method + ")"))
|
|
216
|
+
.join(", ")}`);
|
|
217
|
+
});
|
|
218
|
+
this.updateRequestedUnitTypes(unitTypeToHighestRequest);
|
|
219
|
+
// Send all actions that can be batched together.
|
|
220
|
+
actionBatcher.resolve(actionsApi);
|
|
221
|
+
// Remove disbanded and merged missions.
|
|
222
|
+
this.missions
|
|
223
|
+
.filter((missions) => disbandedMissions.has(missions.getUniqueName()))
|
|
224
|
+
.forEach((disbandedMission) => {
|
|
225
|
+
const reason = disbandedMissions.get(disbandedMission.getUniqueName());
|
|
226
|
+
this.logger(`mission disbanded: ${disbandedMission.getUniqueName()}, reason: ${reason}`);
|
|
227
|
+
disbandedMissionsArray.push({ mission: disbandedMission, reason });
|
|
228
|
+
disbandedMission.endMission(disbandedMissions.get(disbandedMission.getUniqueName()));
|
|
229
|
+
});
|
|
230
|
+
this.missions = this.missions.filter((missions) => !disbandedMissions.has(missions.getUniqueName()));
|
|
231
|
+
// Create dynamic missions.
|
|
232
|
+
this.missionFactories.forEach((missionFactory) => {
|
|
233
|
+
missionFactory.maybeCreateMissions(gameApi, playerData, matchAwareness, this, this.logger);
|
|
234
|
+
disbandedMissionsArray.forEach(({ reason, mission }) => {
|
|
235
|
+
missionFactory.onMissionFailed(gameApi, playerData, matchAwareness, mission, reason, this, this.logger);
|
|
236
|
+
});
|
|
237
|
+
});
|
|
238
|
+
}
|
|
239
|
+
updateRequestedUnitTypes(missingUnitTypeToHighestRequest) {
|
|
240
|
+
// Decay the priority over time.
|
|
241
|
+
const currentUnitTypes = Array.from(this.requestedUnitTypes.keys());
|
|
242
|
+
for (const unitType of currentUnitTypes) {
|
|
243
|
+
const newPriority = this.requestedUnitTypes.get(unitType) * MISSING_UNIT_TYPE_REQUEST_DECAY_MULT_RATE -
|
|
244
|
+
MISSING_UNIT_TYPE_REQUEST_DECAY_FLAT_RATE;
|
|
245
|
+
if (newPriority > 0.5) {
|
|
246
|
+
this.requestedUnitTypes.set(unitType, newPriority);
|
|
247
|
+
}
|
|
248
|
+
else {
|
|
249
|
+
this.requestedUnitTypes.delete(unitType);
|
|
250
|
+
}
|
|
251
|
+
}
|
|
252
|
+
// Add the new missing units to the priority set, if the request is higher than the existing value.
|
|
253
|
+
Object.entries(missingUnitTypeToHighestRequest).forEach(([unitType, request]) => {
|
|
254
|
+
const currentPriority = this.requestedUnitTypes.get(unitType);
|
|
255
|
+
this.requestedUnitTypes.set(unitType, currentPriority ? Math.max(currentPriority, request.action.priority) : request.action.priority);
|
|
256
|
+
});
|
|
257
|
+
}
|
|
258
|
+
/**
|
|
259
|
+
* Returns the set of units that have been requested for production by the missions.
|
|
260
|
+
*
|
|
261
|
+
* @returns A map of unit type to the highest priority for that unit type.
|
|
262
|
+
*/
|
|
263
|
+
getRequestedUnitTypes() {
|
|
264
|
+
return this.requestedUnitTypes;
|
|
265
|
+
}
|
|
266
|
+
addUnitToMission(mission, unit, actionsApi) {
|
|
267
|
+
mission.addUnit(unit.id);
|
|
268
|
+
this.unitIdToMission.set(unit.id, mission);
|
|
269
|
+
actionsApi.setUnitDebugText(unit.id, mission.getUniqueName() + "_" + unit.id);
|
|
270
|
+
}
|
|
271
|
+
removeUnitFromMission(mission, unitId, actionsApi) {
|
|
272
|
+
mission.removeUnit(unitId);
|
|
273
|
+
this.unitIdToMission.delete(unitId);
|
|
274
|
+
actionsApi.setUnitDebugText(unitId, undefined);
|
|
275
|
+
}
|
|
276
|
+
/**
|
|
277
|
+
* Attempts to add a mission to the active set.
|
|
278
|
+
* @param mission
|
|
279
|
+
* @returns The mission if it was accepted, or null if it was not.
|
|
280
|
+
*/
|
|
281
|
+
addMission(mission) {
|
|
282
|
+
if (this.missions.some((m) => m.getUniqueName() === mission.getUniqueName())) {
|
|
283
|
+
// reject non-unique mission names
|
|
284
|
+
return null;
|
|
285
|
+
}
|
|
286
|
+
this.logger(`Added mission: ${mission.getUniqueName()}`);
|
|
287
|
+
this.missions.push(mission);
|
|
288
|
+
return mission;
|
|
289
|
+
}
|
|
290
|
+
/**
|
|
291
|
+
* Disband the provided mission on the next possible opportunity.
|
|
292
|
+
*/
|
|
293
|
+
disbandMission(missionName) {
|
|
294
|
+
this.forceDisbandedMissions.push(missionName);
|
|
295
|
+
}
|
|
296
|
+
// return text to display for global debug
|
|
297
|
+
getGlobalDebugText(gameApi) {
|
|
298
|
+
const unitsInMission = (unitIds) => countBy(unitIds, (unitId) => gameApi.getGameObjectData(unitId)?.name);
|
|
299
|
+
let globalDebugText = "";
|
|
300
|
+
this.missions.forEach((mission) => {
|
|
301
|
+
this.logger(`Mission ${mission.getUniqueName()}: ${Object.entries(unitsInMission(mission.getUnitIds()))
|
|
302
|
+
.map(([unitName, count]) => `${unitName} x ${count}`)
|
|
303
|
+
.join(", ")}`);
|
|
304
|
+
const missionDebugText = mission.getGlobalDebugText();
|
|
305
|
+
if (missionDebugText) {
|
|
306
|
+
globalDebugText += mission.getUniqueName() + ": " + missionDebugText + "\n";
|
|
307
|
+
}
|
|
308
|
+
});
|
|
309
|
+
return globalDebugText;
|
|
310
|
+
}
|
|
311
|
+
updateDebugText(actionsApi) {
|
|
312
|
+
this.missions.forEach((mission) => {
|
|
313
|
+
mission
|
|
314
|
+
.getUnitIds()
|
|
315
|
+
.forEach((unitId) => actionsApi.setUnitDebugText(unitId, `${unitId}: ${mission.getUniqueName()}`));
|
|
316
|
+
});
|
|
317
|
+
}
|
|
318
|
+
getMissions() {
|
|
319
|
+
return this.missions;
|
|
320
|
+
}
|
|
321
|
+
}
|
|
322
322
|
//# sourceMappingURL=missionController.js.map
|