@supalosa/chronodivide-bot 0.5.4 → 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 (124) hide show
  1. package/.env.template +4 -4
  2. package/.github/workflows/npm-publish.yml +24 -0
  3. package/README.md +108 -103
  4. package/dist/bot/bot.js +105 -105
  5. package/dist/bot/logic/awareness.js +136 -136
  6. package/dist/bot/logic/building/antiAirStaticDefence.js +42 -42
  7. package/dist/bot/logic/building/antiGroundStaticDefence.js +34 -34
  8. package/dist/bot/logic/building/{ArtilleryUnit.js → artilleryUnit.js} +18 -18
  9. package/dist/bot/logic/building/basicAirUnit.js +19 -19
  10. package/dist/bot/logic/building/basicBuilding.js +26 -26
  11. package/dist/bot/logic/building/basicGroundUnit.js +19 -19
  12. package/dist/bot/logic/building/buildingRules.js +175 -175
  13. package/dist/bot/logic/building/common.js +19 -19
  14. package/dist/bot/logic/building/harvester.js +16 -16
  15. package/dist/bot/logic/building/powerPlant.js +20 -20
  16. package/dist/bot/logic/building/queueController.js +183 -183
  17. package/dist/bot/logic/building/resourceCollectionBuilding.js +36 -36
  18. package/dist/bot/logic/common/scout.js +126 -126
  19. package/dist/bot/logic/common/utils.js +95 -95
  20. package/dist/bot/logic/composition/alliedCompositions.js +12 -12
  21. package/dist/bot/logic/composition/common.js +1 -1
  22. package/dist/bot/logic/composition/sovietCompositions.js +12 -12
  23. package/dist/bot/logic/map/map.js +44 -44
  24. package/dist/bot/logic/map/sector.js +137 -137
  25. package/dist/bot/logic/mission/actionBatcher.js +91 -91
  26. package/dist/bot/logic/mission/mission.js +122 -122
  27. package/dist/bot/logic/mission/missionController.js +321 -321
  28. package/dist/bot/logic/mission/missionFactories.js +12 -12
  29. package/dist/bot/logic/mission/missions/attackMission.js +214 -214
  30. package/dist/bot/logic/mission/missions/defenceMission.js +82 -82
  31. package/dist/bot/logic/mission/missions/engineerMission.js +63 -63
  32. package/dist/bot/logic/mission/missions/expansionMission.js +60 -60
  33. package/dist/bot/logic/mission/missions/retreatMission.js +33 -33
  34. package/dist/bot/logic/mission/missions/scoutingMission.js +133 -133
  35. package/dist/bot/logic/mission/missions/squads/combatSquad.js +115 -115
  36. package/dist/bot/logic/mission/missions/squads/common.js +57 -57
  37. package/dist/bot/logic/mission/missions/squads/squad.js +1 -1
  38. package/dist/bot/logic/threat/threat.js +22 -22
  39. package/dist/bot/logic/threat/threatCalculator.js +73 -73
  40. package/dist/exampleBot.js +100 -100
  41. package/package.json +32 -29
  42. package/src/bot/bot.ts +161 -161
  43. package/src/bot/logic/awareness.ts +245 -245
  44. package/src/bot/logic/building/antiAirStaticDefence.ts +64 -64
  45. package/src/bot/logic/building/antiGroundStaticDefence.ts +55 -55
  46. package/src/bot/logic/building/artilleryUnit.ts +39 -39
  47. package/src/bot/logic/building/basicAirUnit.ts +39 -39
  48. package/src/bot/logic/building/basicBuilding.ts +49 -49
  49. package/src/bot/logic/building/basicGroundUnit.ts +39 -39
  50. package/src/bot/logic/building/buildingRules.ts +250 -250
  51. package/src/bot/logic/building/common.ts +21 -21
  52. package/src/bot/logic/building/harvester.ts +31 -31
  53. package/src/bot/logic/building/powerPlant.ts +32 -32
  54. package/src/bot/logic/building/queueController.ts +297 -297
  55. package/src/bot/logic/building/resourceCollectionBuilding.ts +52 -52
  56. package/src/bot/logic/common/scout.ts +183 -183
  57. package/src/bot/logic/common/utils.ts +120 -120
  58. package/src/bot/logic/composition/alliedCompositions.ts +22 -22
  59. package/src/bot/logic/composition/common.ts +3 -3
  60. package/src/bot/logic/composition/sovietCompositions.ts +21 -21
  61. package/src/bot/logic/map/map.ts +66 -66
  62. package/src/bot/logic/map/sector.ts +174 -174
  63. package/src/bot/logic/mission/actionBatcher.ts +124 -124
  64. package/src/bot/logic/mission/mission.ts +232 -232
  65. package/src/bot/logic/mission/missionController.ts +413 -413
  66. package/src/bot/logic/mission/missionFactories.ts +51 -51
  67. package/src/bot/logic/mission/missions/attackMission.ts +336 -336
  68. package/src/bot/logic/mission/missions/defenceMission.ts +151 -151
  69. package/src/bot/logic/mission/missions/engineerMission.ts +113 -113
  70. package/src/bot/logic/mission/missions/expansionMission.ts +104 -104
  71. package/src/bot/logic/mission/missions/retreatMission.ts +54 -54
  72. package/src/bot/logic/mission/missions/scoutingMission.ts +186 -186
  73. package/src/bot/logic/mission/missions/squads/combatSquad.ts +160 -160
  74. package/src/bot/logic/mission/missions/squads/common.ts +63 -63
  75. package/src/bot/logic/mission/missions/squads/squad.ts +19 -19
  76. package/src/bot/logic/threat/threat.ts +15 -15
  77. package/src/bot/logic/threat/threatCalculator.ts +100 -100
  78. package/src/exampleBot.ts +111 -111
  79. package/tsconfig.json +73 -73
  80. package/dist/bot/logic/awarenessImpl.js +0 -132
  81. package/dist/bot/logic/awarenessImpl.js.map +0 -1
  82. package/dist/bot/logic/building/building.js +0 -126
  83. package/dist/bot/logic/building/building.js.map +0 -1
  84. package/dist/bot/logic/mission/behaviours/combatSquad.js +0 -124
  85. package/dist/bot/logic/mission/behaviours/combatSquad.js.map +0 -1
  86. package/dist/bot/logic/mission/behaviours/common.js +0 -58
  87. package/dist/bot/logic/mission/behaviours/common.js.map +0 -1
  88. package/dist/bot/logic/mission/behaviours/engineerSquad.js +0 -39
  89. package/dist/bot/logic/mission/behaviours/engineerSquad.js.map +0 -1
  90. package/dist/bot/logic/mission/behaviours/expansionSquad.js +0 -46
  91. package/dist/bot/logic/mission/behaviours/expansionSquad.js.map +0 -1
  92. package/dist/bot/logic/mission/behaviours/retreatSquad.js +0 -31
  93. package/dist/bot/logic/mission/behaviours/retreatSquad.js.map +0 -1
  94. package/dist/bot/logic/mission/behaviours/scoutingSquad.js +0 -94
  95. package/dist/bot/logic/mission/behaviours/scoutingSquad.js.map +0 -1
  96. package/dist/bot/logic/mission/missions/basicMission.js +0 -13
  97. package/dist/bot/logic/mission/missions/basicMission.js.map +0 -1
  98. package/dist/bot/logic/mission/missions/missionBehaviour.js +0 -2
  99. package/dist/bot/logic/mission/missions/missionBehaviour.js.map +0 -1
  100. package/dist/bot/logic/mission/missions/oneTimeMission.js +0 -27
  101. package/dist/bot/logic/mission/missions/oneTimeMission.js.map +0 -1
  102. package/dist/bot/logic/squad/behaviours/attackSquad.js +0 -89
  103. package/dist/bot/logic/squad/behaviours/combatSquad.js +0 -102
  104. package/dist/bot/logic/squad/behaviours/combatSquad.js.map +0 -1
  105. package/dist/bot/logic/squad/behaviours/common.js +0 -40
  106. package/dist/bot/logic/squad/behaviours/common.js.map +0 -1
  107. package/dist/bot/logic/squad/behaviours/defenceSquad.js +0 -61
  108. package/dist/bot/logic/squad/behaviours/engineerSquad.js +0 -36
  109. package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +0 -1
  110. package/dist/bot/logic/squad/behaviours/expansionSquad.js +0 -43
  111. package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +0 -1
  112. package/dist/bot/logic/squad/behaviours/retreatSquad.js +0 -28
  113. package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +0 -1
  114. package/dist/bot/logic/squad/behaviours/scoutingSquad.js +0 -86
  115. package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +0 -1
  116. package/dist/bot/logic/squad/squad.js +0 -126
  117. package/dist/bot/logic/squad/squad.js.map +0 -1
  118. package/dist/bot/logic/squad/squadBehaviour.js +0 -6
  119. package/dist/bot/logic/squad/squadBehaviour.js.map +0 -1
  120. package/dist/bot/logic/squad/squadBehaviours.js +0 -7
  121. package/dist/bot/logic/squad/squadBehaviours.js.map +0 -1
  122. package/dist/bot/logic/squad/squadController.js +0 -199
  123. package/dist/bot/logic/squad/squadController.js.map +0 -1
  124. /package/dist/bot/logic/building/{ArtilleryUnit.js.map → artilleryUnit.js.map} +0 -0
@@ -1,32 +1,32 @@
1
- import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
- import { AiBuildingRules, getDefaultPlacementLocation } from "./buildingRules.js";
3
- import { GlobalThreat } from "../threat/threat.js";
4
-
5
- export class PowerPlant implements AiBuildingRules {
6
- getPlacementLocation(
7
- game: GameApi,
8
- playerData: PlayerData,
9
- technoRules: TechnoRules
10
- ): { rx: number; ry: number } | undefined {
11
- return getDefaultPlacementLocation(game, playerData, playerData.startLocation, technoRules);
12
- }
13
-
14
- getPriority(game: GameApi, playerData: PlayerData, technoRules: TechnoRules): number {
15
- if (playerData.power.total < playerData.power.drain) {
16
- return 100;
17
- } else if (playerData.power.total < playerData.power.drain + technoRules.power / 2) {
18
- return 20;
19
- } else {
20
- return 0;
21
- }
22
- }
23
-
24
- getMaxCount(
25
- game: GameApi,
26
- playerData: PlayerData,
27
- technoRules: TechnoRules,
28
- threatCache: GlobalThreat | null
29
- ): number | null {
30
- return null;
31
- }
32
- }
1
+ import { GameApi, PlayerData, TechnoRules } from "@chronodivide/game-api";
2
+ import { AiBuildingRules, getDefaultPlacementLocation } from "./buildingRules.js";
3
+ import { GlobalThreat } from "../threat/threat.js";
4
+
5
+ export class PowerPlant implements AiBuildingRules {
6
+ getPlacementLocation(
7
+ game: GameApi,
8
+ playerData: PlayerData,
9
+ technoRules: TechnoRules
10
+ ): { rx: number; ry: number } | undefined {
11
+ return getDefaultPlacementLocation(game, playerData, playerData.startLocation, technoRules);
12
+ }
13
+
14
+ getPriority(game: GameApi, playerData: PlayerData, technoRules: TechnoRules): number {
15
+ if (playerData.power.total < playerData.power.drain) {
16
+ return 100;
17
+ } else if (playerData.power.total < playerData.power.drain + technoRules.power / 2) {
18
+ return 20;
19
+ } else {
20
+ return 0;
21
+ }
22
+ }
23
+
24
+ getMaxCount(
25
+ game: GameApi,
26
+ playerData: PlayerData,
27
+ technoRules: TechnoRules,
28
+ threatCache: GlobalThreat | null
29
+ ): number | null {
30
+ return null;
31
+ }
32
+ }
@@ -1,297 +1,297 @@
1
- import {
2
- ActionsApi,
3
- GameApi,
4
- PlayerData,
5
- ProductionApi,
6
- QueueStatus,
7
- QueueType,
8
- TechnoRules,
9
- } from "@chronodivide/game-api";
10
- import { GlobalThreat } from "../threat/threat";
11
- import {
12
- TechnoRulesWithPriority,
13
- BUILDING_NAME_TO_RULES,
14
- DEFAULT_BUILDING_PRIORITY,
15
- getDefaultPlacementLocation,
16
- } from "./buildingRules.js";
17
- import { DebugLogger } from "../common/utils";
18
-
19
- export const QUEUES = [
20
- QueueType.Structures,
21
- QueueType.Armory,
22
- QueueType.Infantry,
23
- QueueType.Vehicles,
24
- QueueType.Aircrafts,
25
- QueueType.Ships,
26
- ];
27
-
28
- export const queueTypeToName = (queue: QueueType) => {
29
- switch (queue) {
30
- case QueueType.Structures:
31
- return "Structures";
32
- case QueueType.Armory:
33
- return "Armory";
34
- case QueueType.Infantry:
35
- return "Infantry";
36
- case QueueType.Vehicles:
37
- return "Vehicles";
38
- case QueueType.Aircrafts:
39
- return "Aircrafts";
40
- case QueueType.Ships:
41
- return "Ships";
42
- default:
43
- return "Unknown";
44
- }
45
- };
46
-
47
- type QueueState = {
48
- queue: QueueType;
49
- /** sorted in ascending order (last item is the topItem) */
50
- items: TechnoRulesWithPriority[];
51
- topItem: TechnoRulesWithPriority | undefined;
52
- };
53
-
54
- export class QueueController {
55
- private queueStates: QueueState[] = [];
56
-
57
- constructor() {}
58
-
59
- public onAiUpdate(
60
- game: GameApi,
61
- productionApi: ProductionApi,
62
- actionsApi: ActionsApi,
63
- playerData: PlayerData,
64
- threatCache: GlobalThreat | null,
65
- unitTypeRequests: Map<string, number>,
66
- logger: (message: string) => void,
67
- ) {
68
- this.queueStates = QUEUES.map((queueType) => {
69
- const options = productionApi.getAvailableObjects(queueType);
70
- const items = this.getPrioritiesForBuildingOptions(
71
- game,
72
- options,
73
- threatCache,
74
- playerData,
75
- unitTypeRequests,
76
- logger,
77
- );
78
- const topItem = items.length > 0 ? items[items.length - 1] : undefined;
79
- return {
80
- queue: queueType,
81
- items,
82
- // only if the top item has a priority above zero
83
- topItem: topItem && topItem.priority > 0 ? topItem : undefined,
84
- };
85
- });
86
- const totalWeightAcrossQueues = this.queueStates
87
- .map((decision) => decision.topItem?.priority!)
88
- .reduce((pV, cV) => pV + cV, 0);
89
- const totalCostAcrossQueues = this.queueStates
90
- .map((decision) => decision.topItem?.unit.cost!)
91
- .reduce((pV, cV) => pV + cV, 0);
92
-
93
- this.queueStates.forEach((decision) => {
94
- this.updateBuildQueue(
95
- game,
96
- productionApi,
97
- actionsApi,
98
- playerData,
99
- threatCache,
100
- decision.queue,
101
- decision.topItem,
102
- totalWeightAcrossQueues,
103
- totalCostAcrossQueues,
104
- logger,
105
- );
106
- });
107
-
108
- // Repair is simple - just repair everything that's damaged.
109
- if (playerData.credits > 0) {
110
- game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
111
- const unit = game.getUnitData(unitId);
112
- if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
113
- return;
114
- }
115
- if (unit.hitPoints < unit.maxHitPoints) {
116
- actionsApi.toggleRepairWrench(unitId);
117
- }
118
- });
119
- }
120
- }
121
-
122
- private updateBuildQueue(
123
- game: GameApi,
124
- productionApi: ProductionApi,
125
- actionsApi: ActionsApi,
126
- playerData: PlayerData,
127
- threatCache: GlobalThreat | null,
128
- queueType: QueueType,
129
- decision: TechnoRulesWithPriority | undefined,
130
- totalWeightAcrossQueues: number,
131
- totalCostAcrossQueues: number,
132
- logger: (message: string) => void,
133
- ): void {
134
- const myCredits = playerData.credits;
135
-
136
- const queueData = productionApi.getQueueData(queueType);
137
- if (queueData.status == QueueStatus.Idle) {
138
- // Start building the decided item.
139
- if (decision !== undefined) {
140
- logger(`Decision (${queueTypeToName(queueType)}): ${decision.unit.name}`);
141
- actionsApi.queueForProduction(queueType, decision.unit.name, decision.unit.type, 1);
142
- }
143
- } else if (queueData.status == QueueStatus.Ready && queueData.items.length > 0) {
144
- // Consider placing it.
145
- const objectReady: TechnoRules = queueData.items[0].rules;
146
- if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
147
- let location: { rx: number; ry: number } | undefined = this.getBestLocationForStructure(
148
- game,
149
- playerData,
150
- objectReady,
151
- );
152
- if (location !== undefined) {
153
- logger(
154
- `Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${
155
- location.ry
156
- }`,
157
- );
158
- actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
159
- } else {
160
- logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
161
- }
162
- }
163
- } else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
164
- // Consider cancelling if something else is significantly higher priority than what is currently being produced.
165
- const currentProduction = queueData.items[0].rules;
166
- if (decision.unit != currentProduction) {
167
- // Changing our mind.
168
- let currentItemPriority = this.getPriorityForBuildingOption(
169
- currentProduction,
170
- game,
171
- playerData,
172
- threatCache,
173
- );
174
- let newItemPriority = decision.priority;
175
- if (newItemPriority > currentItemPriority * 2) {
176
- logger(
177
- `Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${
178
- decision.unit.name
179
- } has 2x higher priority.`,
180
- );
181
- actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
182
- }
183
- } else {
184
- // Not changing our mind, but maybe other queues are more important for now.
185
- if (totalCostAcrossQueues > myCredits && decision.priority < totalWeightAcrossQueues * 0.25) {
186
- logger(
187
- `Pausing queue ${queueTypeToName(queueData.type)} because weight is low (${
188
- decision.priority
189
- }/${totalWeightAcrossQueues})`,
190
- );
191
- actionsApi.pauseProduction(queueData.type);
192
- }
193
- }
194
- } else if (queueData.status == QueueStatus.OnHold) {
195
- // Consider resuming queue if priority is high relative to other queues.
196
- if (myCredits >= totalCostAcrossQueues) {
197
- logger(`Resuming queue ${queueTypeToName(queueData.type)} because credits are high`);
198
- actionsApi.resumeProduction(queueData.type);
199
- } else if (decision && decision.priority >= totalWeightAcrossQueues * 0.25) {
200
- logger(
201
- `Resuming queue ${queueTypeToName(queueData.type)} because weight is high (${
202
- decision.priority
203
- }/${totalWeightAcrossQueues})`,
204
- );
205
- actionsApi.resumeProduction(queueData.type);
206
- }
207
- }
208
- }
209
-
210
- private getPrioritiesForBuildingOptions(
211
- game: GameApi,
212
- options: TechnoRules[],
213
- threatCache: GlobalThreat | null,
214
- playerData: PlayerData,
215
- unitTypeRequests: Map<string, number>,
216
- logger: DebugLogger,
217
- ): TechnoRulesWithPriority[] {
218
- let priorityQueue: TechnoRulesWithPriority[] = [];
219
- options.forEach((option) => {
220
- const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
221
- // Get the higher of the dynamic and the mission priority for the unit.
222
- const actualPriority = Math.max(
223
- calculatedPriority,
224
- unitTypeRequests.get(option.name) ?? calculatedPriority,
225
- );
226
- if (actualPriority > 0) {
227
- priorityQueue.push({ unit: option, priority: actualPriority });
228
- }
229
- });
230
-
231
- priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
232
- return priorityQueue;
233
- }
234
-
235
- private getPriorityForBuildingOption(
236
- option: TechnoRules,
237
- game: GameApi,
238
- playerStatus: PlayerData,
239
- threatCache: GlobalThreat | null,
240
- ) {
241
- if (BUILDING_NAME_TO_RULES.has(option.name)) {
242
- let logic = BUILDING_NAME_TO_RULES.get(option.name)!;
243
- return logic.getPriority(game, playerStatus, option, threatCache);
244
- } else {
245
- // Fallback priority when there are no rules.
246
- return (
247
- DEFAULT_BUILDING_PRIORITY - game.getVisibleUnits(playerStatus.name, "self", (r) => r == option).length
248
- );
249
- }
250
- }
251
-
252
- private getBestLocationForStructure(
253
- game: GameApi,
254
- playerData: PlayerData,
255
- objectReady: TechnoRules,
256
- ): { rx: number; ry: number } | undefined {
257
- if (BUILDING_NAME_TO_RULES.has(objectReady.name)) {
258
- let logic = BUILDING_NAME_TO_RULES.get(objectReady.name)!;
259
- return logic.getPlacementLocation(game, playerData, objectReady);
260
- } else {
261
- // fallback placement logic
262
- return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
263
- }
264
- }
265
-
266
- public getGlobalDebugText(gameApi: GameApi, productionApi: ProductionApi) {
267
- const productionState = QUEUES.reduce((prev, queueType) => {
268
- if (productionApi.getQueueData(queueType).size === 0) {
269
- return prev;
270
- }
271
- const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
272
- return (
273
- prev +
274
- " [" +
275
- queueTypeToName(queueType) +
276
- (paused ? " PAUSED" : "") +
277
- ": " +
278
- productionApi
279
- .getQueueData(queueType)
280
- .items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
281
- "]"
282
- );
283
- }, "");
284
-
285
- const queueStates = this.queueStates
286
- .filter((queueState) => queueState.items.length > 0)
287
- .map((queueState) => {
288
- const queueString = queueState.items
289
- .map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
290
- .join(", ");
291
- return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
292
- })
293
- .join("");
294
-
295
- return `Production: ${productionState}\n${queueStates}`;
296
- }
297
- }
1
+ import {
2
+ ActionsApi,
3
+ GameApi,
4
+ PlayerData,
5
+ ProductionApi,
6
+ QueueStatus,
7
+ QueueType,
8
+ TechnoRules,
9
+ } from "@chronodivide/game-api";
10
+ import { GlobalThreat } from "../threat/threat";
11
+ import {
12
+ TechnoRulesWithPriority,
13
+ BUILDING_NAME_TO_RULES,
14
+ DEFAULT_BUILDING_PRIORITY,
15
+ getDefaultPlacementLocation,
16
+ } from "./buildingRules.js";
17
+ import { DebugLogger } from "../common/utils";
18
+
19
+ export const QUEUES = [
20
+ QueueType.Structures,
21
+ QueueType.Armory,
22
+ QueueType.Infantry,
23
+ QueueType.Vehicles,
24
+ QueueType.Aircrafts,
25
+ QueueType.Ships,
26
+ ];
27
+
28
+ export const queueTypeToName = (queue: QueueType) => {
29
+ switch (queue) {
30
+ case QueueType.Structures:
31
+ return "Structures";
32
+ case QueueType.Armory:
33
+ return "Armory";
34
+ case QueueType.Infantry:
35
+ return "Infantry";
36
+ case QueueType.Vehicles:
37
+ return "Vehicles";
38
+ case QueueType.Aircrafts:
39
+ return "Aircrafts";
40
+ case QueueType.Ships:
41
+ return "Ships";
42
+ default:
43
+ return "Unknown";
44
+ }
45
+ };
46
+
47
+ type QueueState = {
48
+ queue: QueueType;
49
+ /** sorted in ascending order (last item is the topItem) */
50
+ items: TechnoRulesWithPriority[];
51
+ topItem: TechnoRulesWithPriority | undefined;
52
+ };
53
+
54
+ export class QueueController {
55
+ private queueStates: QueueState[] = [];
56
+
57
+ constructor() {}
58
+
59
+ public onAiUpdate(
60
+ game: GameApi,
61
+ productionApi: ProductionApi,
62
+ actionsApi: ActionsApi,
63
+ playerData: PlayerData,
64
+ threatCache: GlobalThreat | null,
65
+ unitTypeRequests: Map<string, number>,
66
+ logger: (message: string) => void,
67
+ ) {
68
+ this.queueStates = QUEUES.map((queueType) => {
69
+ const options = productionApi.getAvailableObjects(queueType);
70
+ const items = this.getPrioritiesForBuildingOptions(
71
+ game,
72
+ options,
73
+ threatCache,
74
+ playerData,
75
+ unitTypeRequests,
76
+ logger,
77
+ );
78
+ const topItem = items.length > 0 ? items[items.length - 1] : undefined;
79
+ return {
80
+ queue: queueType,
81
+ items,
82
+ // only if the top item has a priority above zero
83
+ topItem: topItem && topItem.priority > 0 ? topItem : undefined,
84
+ };
85
+ });
86
+ const totalWeightAcrossQueues = this.queueStates
87
+ .map((decision) => decision.topItem?.priority!)
88
+ .reduce((pV, cV) => pV + cV, 0);
89
+ const totalCostAcrossQueues = this.queueStates
90
+ .map((decision) => decision.topItem?.unit.cost!)
91
+ .reduce((pV, cV) => pV + cV, 0);
92
+
93
+ this.queueStates.forEach((decision) => {
94
+ this.updateBuildQueue(
95
+ game,
96
+ productionApi,
97
+ actionsApi,
98
+ playerData,
99
+ threatCache,
100
+ decision.queue,
101
+ decision.topItem,
102
+ totalWeightAcrossQueues,
103
+ totalCostAcrossQueues,
104
+ logger,
105
+ );
106
+ });
107
+
108
+ // Repair is simple - just repair everything that's damaged.
109
+ if (playerData.credits > 0) {
110
+ game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
111
+ const unit = game.getUnitData(unitId);
112
+ if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
113
+ return;
114
+ }
115
+ if (unit.hitPoints < unit.maxHitPoints) {
116
+ actionsApi.toggleRepairWrench(unitId);
117
+ }
118
+ });
119
+ }
120
+ }
121
+
122
+ private updateBuildQueue(
123
+ game: GameApi,
124
+ productionApi: ProductionApi,
125
+ actionsApi: ActionsApi,
126
+ playerData: PlayerData,
127
+ threatCache: GlobalThreat | null,
128
+ queueType: QueueType,
129
+ decision: TechnoRulesWithPriority | undefined,
130
+ totalWeightAcrossQueues: number,
131
+ totalCostAcrossQueues: number,
132
+ logger: (message: string) => void,
133
+ ): void {
134
+ const myCredits = playerData.credits;
135
+
136
+ const queueData = productionApi.getQueueData(queueType);
137
+ if (queueData.status == QueueStatus.Idle) {
138
+ // Start building the decided item.
139
+ if (decision !== undefined) {
140
+ logger(`Decision (${queueTypeToName(queueType)}): ${decision.unit.name}`);
141
+ actionsApi.queueForProduction(queueType, decision.unit.name, decision.unit.type, 1);
142
+ }
143
+ } else if (queueData.status == QueueStatus.Ready && queueData.items.length > 0) {
144
+ // Consider placing it.
145
+ const objectReady: TechnoRules = queueData.items[0].rules;
146
+ if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
147
+ let location: { rx: number; ry: number } | undefined = this.getBestLocationForStructure(
148
+ game,
149
+ playerData,
150
+ objectReady,
151
+ );
152
+ if (location !== undefined) {
153
+ logger(
154
+ `Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${
155
+ location.ry
156
+ }`,
157
+ );
158
+ actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
159
+ } else {
160
+ logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
161
+ }
162
+ }
163
+ } else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
164
+ // Consider cancelling if something else is significantly higher priority than what is currently being produced.
165
+ const currentProduction = queueData.items[0].rules;
166
+ if (decision.unit != currentProduction) {
167
+ // Changing our mind.
168
+ let currentItemPriority = this.getPriorityForBuildingOption(
169
+ currentProduction,
170
+ game,
171
+ playerData,
172
+ threatCache,
173
+ );
174
+ let newItemPriority = decision.priority;
175
+ if (newItemPriority > currentItemPriority * 2) {
176
+ logger(
177
+ `Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${
178
+ decision.unit.name
179
+ } has 2x higher priority.`,
180
+ );
181
+ actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
182
+ }
183
+ } else {
184
+ // Not changing our mind, but maybe other queues are more important for now.
185
+ if (totalCostAcrossQueues > myCredits && decision.priority < totalWeightAcrossQueues * 0.25) {
186
+ logger(
187
+ `Pausing queue ${queueTypeToName(queueData.type)} because weight is low (${
188
+ decision.priority
189
+ }/${totalWeightAcrossQueues})`,
190
+ );
191
+ actionsApi.pauseProduction(queueData.type);
192
+ }
193
+ }
194
+ } else if (queueData.status == QueueStatus.OnHold) {
195
+ // Consider resuming queue if priority is high relative to other queues.
196
+ if (myCredits >= totalCostAcrossQueues) {
197
+ logger(`Resuming queue ${queueTypeToName(queueData.type)} because credits are high`);
198
+ actionsApi.resumeProduction(queueData.type);
199
+ } else if (decision && decision.priority >= totalWeightAcrossQueues * 0.25) {
200
+ logger(
201
+ `Resuming queue ${queueTypeToName(queueData.type)} because weight is high (${
202
+ decision.priority
203
+ }/${totalWeightAcrossQueues})`,
204
+ );
205
+ actionsApi.resumeProduction(queueData.type);
206
+ }
207
+ }
208
+ }
209
+
210
+ private getPrioritiesForBuildingOptions(
211
+ game: GameApi,
212
+ options: TechnoRules[],
213
+ threatCache: GlobalThreat | null,
214
+ playerData: PlayerData,
215
+ unitTypeRequests: Map<string, number>,
216
+ logger: DebugLogger,
217
+ ): TechnoRulesWithPriority[] {
218
+ let priorityQueue: TechnoRulesWithPriority[] = [];
219
+ options.forEach((option) => {
220
+ const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
221
+ // Get the higher of the dynamic and the mission priority for the unit.
222
+ const actualPriority = Math.max(
223
+ calculatedPriority,
224
+ unitTypeRequests.get(option.name) ?? calculatedPriority,
225
+ );
226
+ if (actualPriority > 0) {
227
+ priorityQueue.push({ unit: option, priority: actualPriority });
228
+ }
229
+ });
230
+
231
+ priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
232
+ return priorityQueue;
233
+ }
234
+
235
+ private getPriorityForBuildingOption(
236
+ option: TechnoRules,
237
+ game: GameApi,
238
+ playerStatus: PlayerData,
239
+ threatCache: GlobalThreat | null,
240
+ ) {
241
+ if (BUILDING_NAME_TO_RULES.has(option.name)) {
242
+ let logic = BUILDING_NAME_TO_RULES.get(option.name)!;
243
+ return logic.getPriority(game, playerStatus, option, threatCache);
244
+ } else {
245
+ // Fallback priority when there are no rules.
246
+ return (
247
+ DEFAULT_BUILDING_PRIORITY - game.getVisibleUnits(playerStatus.name, "self", (r) => r == option).length
248
+ );
249
+ }
250
+ }
251
+
252
+ private getBestLocationForStructure(
253
+ game: GameApi,
254
+ playerData: PlayerData,
255
+ objectReady: TechnoRules,
256
+ ): { rx: number; ry: number } | undefined {
257
+ if (BUILDING_NAME_TO_RULES.has(objectReady.name)) {
258
+ let logic = BUILDING_NAME_TO_RULES.get(objectReady.name)!;
259
+ return logic.getPlacementLocation(game, playerData, objectReady);
260
+ } else {
261
+ // fallback placement logic
262
+ return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
263
+ }
264
+ }
265
+
266
+ public getGlobalDebugText(gameApi: GameApi, productionApi: ProductionApi) {
267
+ const productionState = QUEUES.reduce((prev, queueType) => {
268
+ if (productionApi.getQueueData(queueType).size === 0) {
269
+ return prev;
270
+ }
271
+ const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
272
+ return (
273
+ prev +
274
+ " [" +
275
+ queueTypeToName(queueType) +
276
+ (paused ? " PAUSED" : "") +
277
+ ": " +
278
+ productionApi
279
+ .getQueueData(queueType)
280
+ .items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
281
+ "]"
282
+ );
283
+ }, "");
284
+
285
+ const queueStates = this.queueStates
286
+ .filter((queueState) => queueState.items.length > 0)
287
+ .map((queueState) => {
288
+ const queueString = queueState.items
289
+ .map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
290
+ .join(", ");
291
+ return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
292
+ })
293
+ .join("");
294
+
295
+ return `Production: ${productionState}\n${queueStates}`;
296
+ }
297
+ }