@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
@@ -1,232 +1,232 @@
1
- import { ActionsApi, GameApi, PlayerData, Tile, UnitData, Vector2 } from "@chronodivide/game-api";
2
- import { MatchAwareness } from "../awareness.js";
3
- import { DebugLogger } from "../common/utils.js";
4
- import { ActionBatcher } from "./actionBatcher.js";
5
- import { getDistanceBetweenTileAndPoint } from "../map/map.js";
6
-
7
- const calculateCenterOfMass: (unitTiles: Tile[]) => {
8
- centerOfMass: Vector2;
9
- maxDistance: number;
10
- } | null = (unitTiles) => {
11
- if (unitTiles.length === 0) {
12
- return null;
13
- }
14
- // TODO: use median here
15
- const sums = unitTiles.reduce(
16
- ({ x, y }, tile) => {
17
- return {
18
- x: x + (tile?.rx || 0),
19
- y: y + (tile?.ry || 0),
20
- };
21
- },
22
- { x: 0, y: 0 },
23
- );
24
- const centerOfMass = new Vector2(Math.round(sums.x / unitTiles.length), Math.round(sums.y / unitTiles.length));
25
-
26
- // max distance of units to the center of mass
27
- const distances = unitTiles.map((tile) => getDistanceBetweenTileAndPoint(tile, centerOfMass));
28
- const maxDistance = Math.max(...distances);
29
- return { centerOfMass, maxDistance };
30
- };
31
- // AI starts Missions based on heuristics.
32
- export abstract class Mission<FailureReasons = undefined> {
33
- private active = true;
34
- private unitIds: number[] = [];
35
- private centerOfMass: Vector2 | null = null;
36
- private maxDistanceToCenterOfMass: number | null = null;
37
-
38
- private onFinish: (unitIds: number[], reason: FailureReasons) => void = () => {};
39
-
40
- constructor(
41
- private uniqueName: string,
42
- protected logger: DebugLogger,
43
- ) {}
44
-
45
- // TODO call this
46
- protected updateCenterOfMass(gameApi: GameApi) {
47
- const movableUnitTiles = this.unitIds
48
- .map((unitId) => gameApi.getUnitData(unitId))
49
- .filter((unit) => unit?.canMove)
50
- .map((unit) => unit?.tile)
51
- .filter((tile) => !!tile) as Tile[];
52
- const tileMetrics = calculateCenterOfMass(movableUnitTiles);
53
- if (tileMetrics) {
54
- this.centerOfMass = tileMetrics.centerOfMass;
55
- this.maxDistanceToCenterOfMass = tileMetrics.maxDistance;
56
- } else {
57
- this.centerOfMass = null;
58
- this.maxDistanceToCenterOfMass = null;
59
- }
60
- }
61
-
62
- public onAiUpdate(
63
- gameApi: GameApi,
64
- actionsApi: ActionsApi,
65
- playerData: PlayerData,
66
- matchAwareness: MatchAwareness,
67
- actionBatcher: ActionBatcher,
68
- ): MissionAction {
69
- this.updateCenterOfMass(gameApi);
70
- return this._onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
71
- }
72
-
73
- // TODO: fix this weird indirection
74
- abstract _onAiUpdate(
75
- gameApi: GameApi,
76
- actionsApi: ActionsApi,
77
- playerData: PlayerData,
78
- matchAwareness: MatchAwareness,
79
- actionBatcher: ActionBatcher,
80
- ): MissionAction;
81
-
82
- isActive(): boolean {
83
- return this.active;
84
- }
85
-
86
- public getUnitIds(): number[] {
87
- return this.unitIds;
88
- }
89
-
90
- public removeUnit(unitIdToRemove: number): void {
91
- this.unitIds = this.unitIds.filter((unitId) => unitId != unitIdToRemove);
92
- }
93
-
94
- public addUnit(unitIdToAdd: number): void {
95
- this.unitIds.push(unitIdToAdd);
96
- }
97
-
98
- public getUnits(gameApi: GameApi): UnitData[] {
99
- return this.unitIds
100
- .map((unitId) => gameApi.getUnitData(unitId))
101
- .filter((unit) => unit != null)
102
- .map((unit) => unit!);
103
- }
104
-
105
- public getUnitsOfTypes(gameApi: GameApi, ...names: string[]): UnitData[] {
106
- return this.unitIds
107
- .map((unitId) => gameApi.getUnitData(unitId))
108
- .filter((unit) => !!unit && names.includes(unit.name))
109
- .map((unit) => unit!);
110
- }
111
-
112
- public getUnitsMatching(gameApi: GameApi, filter: (r: UnitData) => boolean): UnitData[] {
113
- return this.unitIds
114
- .map((unitId) => gameApi.getUnitData(unitId))
115
- .filter((unit) => !!unit && filter(unit))
116
- .map((unit) => unit!);
117
- }
118
-
119
- public getCenterOfMass() {
120
- return this.centerOfMass;
121
- }
122
-
123
- public getMaxDistanceToCenterOfMass() {
124
- return this.maxDistanceToCenterOfMass;
125
- }
126
-
127
- getUniqueName(): string {
128
- return this.uniqueName;
129
- }
130
-
131
- // Don't call this from the mission itself
132
- endMission(reason: FailureReasons): void {
133
- this.onFinish(this.unitIds, reason);
134
- this.active = false;
135
- }
136
-
137
- /**
138
- * Declare a callback that is executed when the mission is disbanded for whatever reason.
139
- */
140
- then(onFinish: (unitIds: number[], reason: FailureReasons) => void): Mission<FailureReasons> {
141
- this.onFinish = onFinish;
142
- return this;
143
- }
144
-
145
- abstract getGlobalDebugText(): string | undefined;
146
-
147
- /**
148
- * Determines whether units can be stolen from this mission by other missions with higher priority.
149
- */
150
- public isUnitsLocked(): boolean {
151
- return true;
152
- }
153
-
154
- abstract getPriority(): number;
155
- }
156
-
157
- export type MissionWithAction<T extends MissionAction> = {
158
- mission: Mission<any>;
159
- action: T;
160
- };
161
-
162
- export type MissionActionNoop = {
163
- type: "noop";
164
- };
165
-
166
- export type MissionActionDisband = {
167
- type: "disband";
168
- reason: any | null;
169
- };
170
-
171
- export type MissionActionRequestUnits = {
172
- type: "request";
173
- unitNames: string[];
174
- priority: number;
175
- };
176
-
177
- export type MissionActionRequestSpecificUnits = {
178
- type: "requestSpecific";
179
- unitIds: number[];
180
- priority: number;
181
- };
182
-
183
- export type MissionActionGrabFreeCombatants = {
184
- type: "requestCombatants";
185
- point: Vector2;
186
- radius: number;
187
- };
188
-
189
- export type MissionActionReleaseUnits = {
190
- type: "releaseUnits";
191
- unitIds: number[];
192
- };
193
-
194
- export const noop = () =>
195
- ({
196
- type: "noop",
197
- }) as MissionActionNoop;
198
-
199
- export const disbandMission = (reason?: any) => ({ type: "disband", reason }) as MissionActionDisband;
200
- export const isDisbandMission = (a: MissionWithAction<MissionAction>): a is MissionWithAction<MissionActionDisband> =>
201
- a.action.type === "disband";
202
-
203
- export const requestUnits = (unitNames: string[], priority: number) =>
204
- ({ type: "request", unitNames, priority }) as MissionActionRequestUnits;
205
- export const isRequestUnits = (
206
- a: MissionWithAction<MissionAction>,
207
- ): a is MissionWithAction<MissionActionRequestUnits> => a.action.type === "request";
208
-
209
- export const requestSpecificUnits = (unitIds: number[], priority: number) =>
210
- ({ type: "requestSpecific", unitIds, priority }) as MissionActionRequestSpecificUnits;
211
- export const isRequestSpecificUnits = (
212
- a: MissionWithAction<MissionAction>,
213
- ): a is MissionWithAction<MissionActionRequestSpecificUnits> => a.action.type === "requestSpecific";
214
-
215
- export const grabCombatants = (point: Vector2, radius: number) =>
216
- ({ type: "requestCombatants", point, radius }) as MissionActionGrabFreeCombatants;
217
- export const isGrabCombatants = (
218
- a: MissionWithAction<MissionAction>,
219
- ): a is MissionWithAction<MissionActionGrabFreeCombatants> => a.action.type === "requestCombatants";
220
-
221
- export const releaseUnits = (unitIds: number[]) => ({ type: "releaseUnits", unitIds }) as MissionActionReleaseUnits;
222
- export const isReleaseUnits = (
223
- a: MissionWithAction<MissionAction>,
224
- ): a is MissionWithAction<MissionActionReleaseUnits> => a.action.type === "releaseUnits";
225
-
226
- export type MissionAction =
227
- | MissionActionNoop
228
- | MissionActionDisband
229
- | MissionActionRequestUnits
230
- | MissionActionRequestSpecificUnits
231
- | MissionActionGrabFreeCombatants
232
- | MissionActionReleaseUnits;
1
+ import { ActionsApi, GameApi, PlayerData, Tile, UnitData, Vector2 } from "@chronodivide/game-api";
2
+ import { MatchAwareness } from "../awareness.js";
3
+ import { DebugLogger } from "../common/utils.js";
4
+ import { ActionBatcher } from "./actionBatcher.js";
5
+ import { getDistanceBetweenTileAndPoint } from "../map/map.js";
6
+
7
+ const calculateCenterOfMass: (unitTiles: Tile[]) => {
8
+ centerOfMass: Vector2;
9
+ maxDistance: number;
10
+ } | null = (unitTiles) => {
11
+ if (unitTiles.length === 0) {
12
+ return null;
13
+ }
14
+ // TODO: use median here
15
+ const sums = unitTiles.reduce(
16
+ ({ x, y }, tile) => {
17
+ return {
18
+ x: x + (tile?.rx || 0),
19
+ y: y + (tile?.ry || 0),
20
+ };
21
+ },
22
+ { x: 0, y: 0 },
23
+ );
24
+ const centerOfMass = new Vector2(Math.round(sums.x / unitTiles.length), Math.round(sums.y / unitTiles.length));
25
+
26
+ // max distance of units to the center of mass
27
+ const distances = unitTiles.map((tile) => getDistanceBetweenTileAndPoint(tile, centerOfMass));
28
+ const maxDistance = Math.max(...distances);
29
+ return { centerOfMass, maxDistance };
30
+ };
31
+ // AI starts Missions based on heuristics.
32
+ export abstract class Mission<FailureReasons = undefined> {
33
+ private active = true;
34
+ private unitIds: number[] = [];
35
+ private centerOfMass: Vector2 | null = null;
36
+ private maxDistanceToCenterOfMass: number | null = null;
37
+
38
+ private onFinish: (unitIds: number[], reason: FailureReasons) => void = () => {};
39
+
40
+ constructor(
41
+ private uniqueName: string,
42
+ protected logger: DebugLogger,
43
+ ) {}
44
+
45
+ // TODO call this
46
+ protected updateCenterOfMass(gameApi: GameApi) {
47
+ const movableUnitTiles = this.unitIds
48
+ .map((unitId) => gameApi.getUnitData(unitId))
49
+ .filter((unit) => unit?.canMove)
50
+ .map((unit) => unit?.tile)
51
+ .filter((tile) => !!tile) as Tile[];
52
+ const tileMetrics = calculateCenterOfMass(movableUnitTiles);
53
+ if (tileMetrics) {
54
+ this.centerOfMass = tileMetrics.centerOfMass;
55
+ this.maxDistanceToCenterOfMass = tileMetrics.maxDistance;
56
+ } else {
57
+ this.centerOfMass = null;
58
+ this.maxDistanceToCenterOfMass = null;
59
+ }
60
+ }
61
+
62
+ public onAiUpdate(
63
+ gameApi: GameApi,
64
+ actionsApi: ActionsApi,
65
+ playerData: PlayerData,
66
+ matchAwareness: MatchAwareness,
67
+ actionBatcher: ActionBatcher,
68
+ ): MissionAction {
69
+ this.updateCenterOfMass(gameApi);
70
+ return this._onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher);
71
+ }
72
+
73
+ // TODO: fix this weird indirection
74
+ abstract _onAiUpdate(
75
+ gameApi: GameApi,
76
+ actionsApi: ActionsApi,
77
+ playerData: PlayerData,
78
+ matchAwareness: MatchAwareness,
79
+ actionBatcher: ActionBatcher,
80
+ ): MissionAction;
81
+
82
+ isActive(): boolean {
83
+ return this.active;
84
+ }
85
+
86
+ public getUnitIds(): number[] {
87
+ return this.unitIds;
88
+ }
89
+
90
+ public removeUnit(unitIdToRemove: number): void {
91
+ this.unitIds = this.unitIds.filter((unitId) => unitId != unitIdToRemove);
92
+ }
93
+
94
+ public addUnit(unitIdToAdd: number): void {
95
+ this.unitIds.push(unitIdToAdd);
96
+ }
97
+
98
+ public getUnits(gameApi: GameApi): UnitData[] {
99
+ return this.unitIds
100
+ .map((unitId) => gameApi.getUnitData(unitId))
101
+ .filter((unit) => unit != null)
102
+ .map((unit) => unit!);
103
+ }
104
+
105
+ public getUnitsOfTypes(gameApi: GameApi, ...names: string[]): UnitData[] {
106
+ return this.unitIds
107
+ .map((unitId) => gameApi.getUnitData(unitId))
108
+ .filter((unit) => !!unit && names.includes(unit.name))
109
+ .map((unit) => unit!);
110
+ }
111
+
112
+ public getUnitsMatching(gameApi: GameApi, filter: (r: UnitData) => boolean): UnitData[] {
113
+ return this.unitIds
114
+ .map((unitId) => gameApi.getUnitData(unitId))
115
+ .filter((unit) => !!unit && filter(unit))
116
+ .map((unit) => unit!);
117
+ }
118
+
119
+ public getCenterOfMass() {
120
+ return this.centerOfMass;
121
+ }
122
+
123
+ public getMaxDistanceToCenterOfMass() {
124
+ return this.maxDistanceToCenterOfMass;
125
+ }
126
+
127
+ getUniqueName(): string {
128
+ return this.uniqueName;
129
+ }
130
+
131
+ // Don't call this from the mission itself
132
+ endMission(reason: FailureReasons): void {
133
+ this.onFinish(this.unitIds, reason);
134
+ this.active = false;
135
+ }
136
+
137
+ /**
138
+ * Declare a callback that is executed when the mission is disbanded for whatever reason.
139
+ */
140
+ then(onFinish: (unitIds: number[], reason: FailureReasons) => void): Mission<FailureReasons> {
141
+ this.onFinish = onFinish;
142
+ return this;
143
+ }
144
+
145
+ abstract getGlobalDebugText(): string | undefined;
146
+
147
+ /**
148
+ * Determines whether units can be stolen from this mission by other missions with higher priority.
149
+ */
150
+ public isUnitsLocked(): boolean {
151
+ return true;
152
+ }
153
+
154
+ abstract getPriority(): number;
155
+ }
156
+
157
+ export type MissionWithAction<T extends MissionAction> = {
158
+ mission: Mission<any>;
159
+ action: T;
160
+ };
161
+
162
+ export type MissionActionNoop = {
163
+ type: "noop";
164
+ };
165
+
166
+ export type MissionActionDisband = {
167
+ type: "disband";
168
+ reason: any | null;
169
+ };
170
+
171
+ export type MissionActionRequestUnits = {
172
+ type: "request";
173
+ unitNames: string[];
174
+ priority: number;
175
+ };
176
+
177
+ export type MissionActionRequestSpecificUnits = {
178
+ type: "requestSpecific";
179
+ unitIds: number[];
180
+ priority: number;
181
+ };
182
+
183
+ export type MissionActionGrabFreeCombatants = {
184
+ type: "requestCombatants";
185
+ point: Vector2;
186
+ radius: number;
187
+ };
188
+
189
+ export type MissionActionReleaseUnits = {
190
+ type: "releaseUnits";
191
+ unitIds: number[];
192
+ };
193
+
194
+ export const noop = () =>
195
+ ({
196
+ type: "noop",
197
+ }) as MissionActionNoop;
198
+
199
+ export const disbandMission = (reason?: any) => ({ type: "disband", reason }) as MissionActionDisband;
200
+ export const isDisbandMission = (a: MissionWithAction<MissionAction>): a is MissionWithAction<MissionActionDisband> =>
201
+ a.action.type === "disband";
202
+
203
+ export const requestUnits = (unitNames: string[], priority: number) =>
204
+ ({ type: "request", unitNames, priority }) as MissionActionRequestUnits;
205
+ export const isRequestUnits = (
206
+ a: MissionWithAction<MissionAction>,
207
+ ): a is MissionWithAction<MissionActionRequestUnits> => a.action.type === "request";
208
+
209
+ export const requestSpecificUnits = (unitIds: number[], priority: number) =>
210
+ ({ type: "requestSpecific", unitIds, priority }) as MissionActionRequestSpecificUnits;
211
+ export const isRequestSpecificUnits = (
212
+ a: MissionWithAction<MissionAction>,
213
+ ): a is MissionWithAction<MissionActionRequestSpecificUnits> => a.action.type === "requestSpecific";
214
+
215
+ export const grabCombatants = (point: Vector2, radius: number) =>
216
+ ({ type: "requestCombatants", point, radius }) as MissionActionGrabFreeCombatants;
217
+ export const isGrabCombatants = (
218
+ a: MissionWithAction<MissionAction>,
219
+ ): a is MissionWithAction<MissionActionGrabFreeCombatants> => a.action.type === "requestCombatants";
220
+
221
+ export const releaseUnits = (unitIds: number[]) => ({ type: "releaseUnits", unitIds }) as MissionActionReleaseUnits;
222
+ export const isReleaseUnits = (
223
+ a: MissionWithAction<MissionAction>,
224
+ ): a is MissionWithAction<MissionActionReleaseUnits> => a.action.type === "releaseUnits";
225
+
226
+ export type MissionAction =
227
+ | MissionActionNoop
228
+ | MissionActionDisband
229
+ | MissionActionRequestUnits
230
+ | MissionActionRequestSpecificUnits
231
+ | MissionActionGrabFreeCombatants
232
+ | MissionActionReleaseUnits;