@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.
- package/.env.template +4 -4
- package/.github/workflows/npm-publish.yml +24 -0
- package/README.md +108 -103
- package/dist/bot/bot.js +105 -105
- 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 -34
- 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 -175
- package/dist/bot/logic/building/common.js +19 -19
- 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 -95
- 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 -100
- 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 -55
- 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 -250
- package/src/bot/logic/building/common.ts +21 -21
- 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 -120
- 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/threat.ts +15 -15
- package/src/bot/logic/threat/threatCalculator.ts +100 -100
- package/src/exampleBot.ts +111 -111
- package/tsconfig.json +73 -73
- package/dist/bot/logic/awarenessImpl.js +0 -132
- package/dist/bot/logic/awarenessImpl.js.map +0 -1
- package/dist/bot/logic/building/building.js +0 -126
- package/dist/bot/logic/building/building.js.map +0 -1
- 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 -58
- 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/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/attackSquad.js +0 -89
- package/dist/bot/logic/squad/behaviours/combatSquad.js +0 -102
- package/dist/bot/logic/squad/behaviours/combatSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/common.js +0 -40
- package/dist/bot/logic/squad/behaviours/common.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/defenceSquad.js +0 -61
- package/dist/bot/logic/squad/behaviours/engineerSquad.js +0 -36
- package/dist/bot/logic/squad/behaviours/engineerSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/expansionSquad.js +0 -43
- package/dist/bot/logic/squad/behaviours/expansionSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/retreatSquad.js +0 -28
- package/dist/bot/logic/squad/behaviours/retreatSquad.js.map +0 -1
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js +0 -86
- package/dist/bot/logic/squad/behaviours/scoutingSquad.js.map +0 -1
- 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 -199
- package/dist/bot/logic/squad/squadController.js.map +0 -1
- /package/dist/bot/logic/building/{ArtilleryUnit.js.map → artilleryUnit.js.map} +0 -0
|
@@ -1,94 +0,0 @@
|
|
|
1
|
-
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
-
import { getDistanceBetweenTileAndPoint } from "../../map/map.js";
|
|
3
|
-
import { disbandMission, noop, requestUnits } from "../mission.js";
|
|
4
|
-
const SCOUT_MOVE_COOLDOWN_TICKS = 30;
|
|
5
|
-
// Max units to spend on a particular scout target.
|
|
6
|
-
const MAX_ATTEMPTS_PER_TARGET = 5;
|
|
7
|
-
// Maximum ticks to spend trying to scout a target *without making progress towards it*.
|
|
8
|
-
// Every time a unit gets closer to the target, the timer refreshes.
|
|
9
|
-
const MAX_TICKS_PER_TARGET = 600;
|
|
10
|
-
export class ScoutingSquad {
|
|
11
|
-
constructor(priority) {
|
|
12
|
-
this.priority = priority;
|
|
13
|
-
this.scoutTarget = null;
|
|
14
|
-
this.attemptsOnCurrentTarget = 0;
|
|
15
|
-
this.scoutTargetRefreshedAt = 0;
|
|
16
|
-
this.lastMoveCommandTick = 0;
|
|
17
|
-
this.scoutTargetIsPermanent = false;
|
|
18
|
-
this.hadUnit = false;
|
|
19
|
-
}
|
|
20
|
-
onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, mission, matchAwareness, logger) {
|
|
21
|
-
const scoutNames = ["ADOG", "DOG", "E1", "E2", "FV", "HTK"];
|
|
22
|
-
const scouts = mission.getUnitsOfTypes(gameApi, ...scoutNames);
|
|
23
|
-
if ((matchAwareness.getSectorCache().getOverallVisibility() || 0) > 0.9) {
|
|
24
|
-
return disbandMission();
|
|
25
|
-
}
|
|
26
|
-
if (scouts.length === 0) {
|
|
27
|
-
// Count the number of times the scout dies trying to uncover the current scoutTarget.
|
|
28
|
-
if (this.scoutTarget && this.hadUnit) {
|
|
29
|
-
this.attemptsOnCurrentTarget++;
|
|
30
|
-
this.hadUnit = false;
|
|
31
|
-
}
|
|
32
|
-
return requestUnits(scoutNames, this.priority);
|
|
33
|
-
}
|
|
34
|
-
else if (this.scoutTarget) {
|
|
35
|
-
this.hadUnit = true;
|
|
36
|
-
if (!this.scoutTargetIsPermanent) {
|
|
37
|
-
if (this.attemptsOnCurrentTarget > MAX_ATTEMPTS_PER_TARGET) {
|
|
38
|
-
logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too many attempts, moving to next`);
|
|
39
|
-
this.setScoutTarget(null, 0);
|
|
40
|
-
return noop();
|
|
41
|
-
}
|
|
42
|
-
if (gameApi.getCurrentTick() > this.scoutTargetRefreshedAt + MAX_TICKS_PER_TARGET) {
|
|
43
|
-
logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too long, moving to next`);
|
|
44
|
-
this.setScoutTarget(null, 0);
|
|
45
|
-
return noop();
|
|
46
|
-
}
|
|
47
|
-
}
|
|
48
|
-
const targetTile = gameApi.mapApi.getTile(this.scoutTarget.x, this.scoutTarget.y);
|
|
49
|
-
if (!targetTile) {
|
|
50
|
-
throw new Error(`target tile ${this.scoutTarget.x},${this.scoutTarget.y} does not exist`);
|
|
51
|
-
}
|
|
52
|
-
if (gameApi.getCurrentTick() > this.lastMoveCommandTick + SCOUT_MOVE_COOLDOWN_TICKS) {
|
|
53
|
-
this.lastMoveCommandTick = gameApi.getCurrentTick();
|
|
54
|
-
scouts.forEach((unit) => {
|
|
55
|
-
if (this.scoutTarget) {
|
|
56
|
-
actionsApi.orderUnits([unit.id], OrderType.AttackMove, this.scoutTarget.x, this.scoutTarget.y);
|
|
57
|
-
}
|
|
58
|
-
});
|
|
59
|
-
// Check that a scout is actually moving closer to the target.
|
|
60
|
-
const distances = scouts.map((unit) => getDistanceBetweenTileAndPoint(unit.tile, this.scoutTarget));
|
|
61
|
-
const newMinDistance = Math.min(...distances);
|
|
62
|
-
if (!this.scoutMinDistance || newMinDistance < this.scoutMinDistance) {
|
|
63
|
-
logger(`Scout timeout refreshed because unit moved closer to point (${newMinDistance} < ${this.scoutMinDistance})`);
|
|
64
|
-
this.scoutTargetRefreshedAt = gameApi.getCurrentTick();
|
|
65
|
-
this.scoutMinDistance = newMinDistance;
|
|
66
|
-
}
|
|
67
|
-
}
|
|
68
|
-
if (gameApi.mapApi.isVisibleTile(targetTile, playerData.name)) {
|
|
69
|
-
logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} successfully scouted, moving to next`);
|
|
70
|
-
this.setScoutTarget(null, gameApi.getCurrentTick());
|
|
71
|
-
}
|
|
72
|
-
}
|
|
73
|
-
else {
|
|
74
|
-
const nextScoutTarget = matchAwareness.getScoutingManager().getNewScoutTarget();
|
|
75
|
-
if (!nextScoutTarget) {
|
|
76
|
-
logger(`No more scouting targets available, disbanding.`);
|
|
77
|
-
return disbandMission();
|
|
78
|
-
}
|
|
79
|
-
this.setScoutTarget(nextScoutTarget, gameApi.getCurrentTick());
|
|
80
|
-
}
|
|
81
|
-
return noop();
|
|
82
|
-
}
|
|
83
|
-
setScoutTarget(target, currentTick) {
|
|
84
|
-
this.attemptsOnCurrentTarget = 0;
|
|
85
|
-
this.scoutTargetRefreshedAt = currentTick;
|
|
86
|
-
this.scoutTarget = target?.asVector2() ?? null;
|
|
87
|
-
this.scoutMinDistance = undefined;
|
|
88
|
-
this.scoutTargetIsPermanent = target?.isPermanent ?? false;
|
|
89
|
-
}
|
|
90
|
-
getGlobalDebugText() {
|
|
91
|
-
return undefined;
|
|
92
|
-
}
|
|
93
|
-
}
|
|
94
|
-
//# sourceMappingURL=scoutingSquad.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"scoutingSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/behaviours/scoutingSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAuB,MAAM,wBAAwB,CAAC;AAG7F,OAAO,EAAE,8BAA8B,EAAE,MAAM,kBAAkB,CAAC;AAIlE,OAAO,EAA0B,cAAc,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,eAAe,CAAC;AAE3F,MAAM,yBAAyB,GAAG,EAAE,CAAC;AAErC,mDAAmD;AACnD,MAAM,uBAAuB,GAAG,CAAC,CAAC;AAElC,wFAAwF;AACxF,oEAAoE;AACpE,MAAM,oBAAoB,GAAG,GAAG,CAAC;AAEjC,MAAM,OAAO,aAAa;IAYtB,YAAoB,QAAgB;QAAhB,aAAQ,GAAR,QAAQ,CAAQ;QAX5B,gBAAW,GAAmB,IAAI,CAAC;QACnC,4BAAuB,GAAW,CAAC,CAAC;QACpC,2BAAsB,GAAW,CAAC,CAAC;QACnC,wBAAmB,GAAW,CAAC,CAAC;QAChC,2BAAsB,GAAY,KAAK,CAAC;QAKxC,YAAO,GAAY,KAAK,CAAC;IAEM,CAAC;IAEjC,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,aAA4B,EAC5B,UAAsB,EACtB,OAA+B,EAC/B,cAA8B,EAC9B,MAAmB;QAEnB,MAAM,UAAU,GAAG,CAAC,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QAC5D,MAAM,MAAM,GAAG,OAAO,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,UAAU,CAAC,CAAC;QAE/D,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,CAAC,oBAAoB,EAAE,IAAI,CAAC,CAAC,GAAG,GAAG,EAAE;YACrE,OAAO,cAAc,EAAE,CAAC;SAC3B;QAED,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE;YACrB,sFAAsF;YACtF,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,OAAO,EAAE;gBAClC,IAAI,CAAC,uBAAuB,EAAE,CAAC;gBAC/B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;aACxB;YACD,OAAO,YAAY,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SAClD;aAAM,IAAI,IAAI,CAAC,WAAW,EAAE;YACzB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACpB,IAAI,CAAC,IAAI,CAAC,sBAAsB,EAAE;gBAC9B,IAAI,IAAI,CAAC,uBAAuB,GAAG,uBAAuB,EAAE;oBACxD,MAAM,CACF,gBAAgB,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,yCAAyC,CACpG,CAAC;oBACF,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;oBAC7B,OAAO,IAAI,EAAE,CAAC;iBACjB;gBACD,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,sBAAsB,GAAG,oBAAoB,EAAE;oBAC/E,MAAM,CAAC,gBAAgB,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,gCAAgC,CAAC,CAAC;oBACjG,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;oBAC7B,OAAO,IAAI,EAAE,CAAC;iBACjB;aACJ;YACD,MAAM,UAAU,GAAG,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;YAClF,IAAI,CAAC,UAAU,EAAE;gBACb,MAAM,IAAI,KAAK,CAAC,eAAe,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,iBAAiB,CAAC,CAAC;aAC7F;YACD,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,mBAAmB,GAAG,yBAAyB,EAAE;gBACjF,IAAI,CAAC,mBAAmB,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;gBACpD,MAAM,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;oBACpB,IAAI,IAAI,CAAC,WAAW,EAAE;wBAClB,UAAU,CAAC,UAAU,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;qBAClG;gBACL,CAAC,CAAC,CAAC;gBACH,8DAA8D;gBAC9D,MAAM,SAAS,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,IAAI,EAAE,EAAE,CAAC,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,WAAY,CAAC,CAAC,CAAC;gBACrG,MAAM,cAAc,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,SAAS,CAAC,CAAC;gBAC9C,IAAI,CAAC,IAAI,CAAC,gBAAgB,IAAI,cAAc,GAAG,IAAI,CAAC,gBAAgB,EAAE;oBAClE,MAAM,CACF,+DAA+D,cAAc,MAAM,IAAI,CAAC,gBAAgB,GAAG,CAC9G,CAAC;oBACF,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;oBACvD,IAAI,CAAC,gBAAgB,GAAG,cAAc,CAAC;iBAC1C;aACJ;YACD,IAAI,OAAO,CAAC,MAAM,CAAC,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,IAAI,CAAC,EAAE;gBAC3D,MAAM,CAAC,gBAAgB,IAAI,CAAC,WAAW,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,uCAAuC,CAAC,CAAC;gBACxG,IAAI,CAAC,cAAc,CAAC,IAAI,EAAE,OAAO,CAAC,cAAc,EAAE,CAAC,CAAC;aACvD;SACJ;aAAM;YACH,MAAM,eAAe,GAAG,cAAc,CAAC,kBAAkB,EAAE,CAAC,iBAAiB,EAAE,CAAC;YAChF,IAAI,CAAC,eAAe,EAAE;gBAClB,MAAM,CAAC,iDAAiD,CAAC,CAAC;gBAC1D,OAAO,cAAc,EAAE,CAAC;aAC3B;YACD,IAAI,CAAC,cAAc,CAAC,eAAe,EAAE,OAAO,CAAC,cAAc,EAAE,CAAC,CAAC;SAClE;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;IAED,cAAc,CAAC,MAAqC,EAAE,WAAmB;QACrE,IAAI,CAAC,uBAAuB,GAAG,CAAC,CAAC;QACjC,IAAI,CAAC,sBAAsB,GAAG,WAAW,CAAC;QAC1C,IAAI,CAAC,WAAW,GAAG,MAAM,EAAE,SAAS,EAAE,IAAI,IAAI,CAAC;QAC/C,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAC;QAClC,IAAI,CAAC,sBAAsB,GAAG,MAAM,EAAE,WAAW,IAAI,KAAK,CAAC;IAC/D,CAAC;IAEM,kBAAkB;QACrB,OAAO,SAAS,CAAC;IACrB,CAAC;CACJ"}
|
|
@@ -1,13 +0,0 @@
|
|
|
1
|
-
import { Mission } from "../mission.js";
|
|
2
|
-
/**
|
|
3
|
-
* A mission that just delegates to the mission behaviour.
|
|
4
|
-
*/
|
|
5
|
-
export class BasicMission extends Mission {
|
|
6
|
-
constructor(uniqueName, behaviour, logger) {
|
|
7
|
-
super(uniqueName, behaviour, logger);
|
|
8
|
-
}
|
|
9
|
-
_onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, actionBatcher) {
|
|
10
|
-
return this.getBehaviour.onAiUpdate(gameApi, actionsApi, actionBatcher, playerData, this, matchAwareness, this.logger);
|
|
11
|
-
}
|
|
12
|
-
}
|
|
13
|
-
//# sourceMappingURL=basicMission.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"basicMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/basicMission.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAuC,MAAM,eAAe,CAAC;AAM7E;;GAEG;AACH,MAAM,OAAgB,YAAwD,SAAQ,OAAa;IAC/F,YAAY,UAAkB,EAAE,SAAY,EAAE,MAAmB;QAC7D,KAAK,CAAC,UAAU,EAAE,SAAS,EAAE,MAAM,CAAC,CAAC;IACzC,CAAC;IAED,WAAW,CACP,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,cAA8B,EAC9B,aAA4B;QAE5B,OAAO,IAAI,CAAC,YAAY,CAAC,UAAU,CAC/B,OAAO,EACP,UAAU,EACV,aAAa,EACb,UAAU,EACV,IAAI,EACJ,cAAc,EACd,IAAI,CAAC,MAAM,CACd,CAAC;IACN,CAAC;CACJ"}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"missionBehaviour.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/missionBehaviour.ts"],"names":[],"mappings":""}
|
|
@@ -1,27 +0,0 @@
|
|
|
1
|
-
import { Mission, disbandMission, noop } from "../mission.js";
|
|
2
|
-
import { Squad } from "../../squad/squad.js";
|
|
3
|
-
/**
|
|
4
|
-
* A mission that gets dispatched once, and once the squad decides to disband, the mission is disbanded.
|
|
5
|
-
*/
|
|
6
|
-
export class OneTimeMission extends Mission {
|
|
7
|
-
constructor(uniqueName, priority, behaviourFactory, logger) {
|
|
8
|
-
super(uniqueName, priority, logger);
|
|
9
|
-
this.behaviourFactory = behaviourFactory;
|
|
10
|
-
this.hadSquad = false;
|
|
11
|
-
}
|
|
12
|
-
onAiUpdate(gameApi, playerData, matchAwareness) {
|
|
13
|
-
if (this.getSquad() === null) {
|
|
14
|
-
if (!this.hadSquad) {
|
|
15
|
-
this.hadSquad = true;
|
|
16
|
-
return this.setSquad(new Squad(this.getUniqueName(), this.behaviourFactory(), this));
|
|
17
|
-
}
|
|
18
|
-
else {
|
|
19
|
-
return disbandMission();
|
|
20
|
-
}
|
|
21
|
-
}
|
|
22
|
-
else {
|
|
23
|
-
return noop();
|
|
24
|
-
}
|
|
25
|
-
}
|
|
26
|
-
}
|
|
27
|
-
//# sourceMappingURL=oneTimeMission.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"oneTimeMission.js","sourceRoot":"","sources":["../../../../../src/bot/logic/mission/missions/oneTimeMission.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAiB,cAAc,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAE7E,OAAO,EAAE,KAAK,EAAE,MAAM,sBAAsB,CAAC;AAM7C;;GAEG;AACH,MAAM,OAAgB,cAA8B,SAAQ,OAAU;IAGlE,YAAY,UAAkB,EAAE,QAAgB,EAAU,gBAAsC,EAAE,MAAmB;QACjH,KAAK,CAAC,UAAU,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;QADkB,qBAAgB,GAAhB,gBAAgB,CAAsB;QAFxF,aAAQ,GAAG,KAAK,CAAC;IAIzB,CAAC;IAED,UAAU,CAAC,OAAgB,EAAE,UAAsB,EAAE,cAA8B;QAC/E,IAAI,IAAI,CAAC,QAAQ,EAAE,KAAK,IAAI,EAAE;YAC1B,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;gBAChB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;gBACrB,OAAO,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,gBAAgB,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC;aACxF;iBAAM;gBACH,OAAO,cAAc,EAAE,CAAC;aAC3B;SACJ;aAAM;YACH,OAAO,IAAI,EAAE,CAAC;SACjB;IACL,CAAC;CACJ"}
|
|
@@ -1,89 +0,0 @@
|
|
|
1
|
-
import _ from "lodash";
|
|
2
|
-
import { ObjectType, OrderType, } from "@chronodivide/game-api";
|
|
3
|
-
import { grabCombatants, noop } from "../squadBehaviour.js";
|
|
4
|
-
import { getDistanceBetweenPoints, getDistanceBetweenUnits } from "../../map/map.js";
|
|
5
|
-
// If no enemies are seen in a circle IDLE_CHECK_RADIUS*radius for IDLE_COOLDOWN_TICKS ticks, the mission is disbanded.
|
|
6
|
-
const IDLE_CHECK_RADIUS_RATIO = 2;
|
|
7
|
-
const IDLE_COOLDOWN_TICKS = 15 * 30;
|
|
8
|
-
const TARGET_UPDATE_INTERVAL_TICKS = 4;
|
|
9
|
-
const GRAB_INTERVAL_TICKS = 10;
|
|
10
|
-
const GRAB_RADIUS = 30;
|
|
11
|
-
export class AttackSquad {
|
|
12
|
-
constructor(rallyArea, attackArea, radius) {
|
|
13
|
-
this.rallyArea = rallyArea;
|
|
14
|
-
this.attackArea = attackArea;
|
|
15
|
-
this.radius = radius;
|
|
16
|
-
this.lastIdleCheck = null;
|
|
17
|
-
this.lastGrab = null;
|
|
18
|
-
this.lastCommand = null;
|
|
19
|
-
}
|
|
20
|
-
setAttackArea(attackArea) {
|
|
21
|
-
this.attackArea = attackArea;
|
|
22
|
-
}
|
|
23
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
24
|
-
if (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS) {
|
|
25
|
-
const units = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
|
|
26
|
-
const attackPoint = this.attackArea || playerData.startLocation;
|
|
27
|
-
for (const attacker of units) {
|
|
28
|
-
if (attacker.isIdle) {
|
|
29
|
-
const { rx: x, ry: y } = attacker.tile;
|
|
30
|
-
const range = attacker.primaryWeapon?.maxRange ?? attacker.secondaryWeapon?.maxRange ?? 5;
|
|
31
|
-
const nearbyHostiles = matchAwareness.getHostilesInRadius2(x, y, range * 2);
|
|
32
|
-
const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
|
|
33
|
-
const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
|
|
34
|
-
if (closestUnit) {
|
|
35
|
-
this.manageAttackMicro(actionsApi, attacker, closestUnit);
|
|
36
|
-
}
|
|
37
|
-
else {
|
|
38
|
-
this.manageMoveMicro(actionsApi, attacker, attackPoint);
|
|
39
|
-
}
|
|
40
|
-
}
|
|
41
|
-
}
|
|
42
|
-
this.lastCommand = gameApi.getCurrentTick();
|
|
43
|
-
}
|
|
44
|
-
if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
|
|
45
|
-
this.lastGrab = gameApi.getCurrentTick();
|
|
46
|
-
return grabCombatants(this.rallyArea, this.radius * GRAB_RADIUS);
|
|
47
|
-
}
|
|
48
|
-
else {
|
|
49
|
-
return noop();
|
|
50
|
-
}
|
|
51
|
-
}
|
|
52
|
-
// Micro methods
|
|
53
|
-
manageMoveMicro(actionsApi, attacker, attackPoint) {
|
|
54
|
-
if (attacker.name === "E1") {
|
|
55
|
-
if (attacker.canMove === false) {
|
|
56
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
57
|
-
}
|
|
58
|
-
}
|
|
59
|
-
actionsApi.orderUnits([attacker.id], OrderType.AttackMove, attackPoint.x, attackPoint.y);
|
|
60
|
-
}
|
|
61
|
-
manageAttackMicro(actionsApi, attacker, target) {
|
|
62
|
-
const distance = getDistanceBetweenUnits(attacker, target);
|
|
63
|
-
if (attacker.name === "E1") {
|
|
64
|
-
// Para (deployed weapon) range is 5.
|
|
65
|
-
const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
|
|
66
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
67
|
-
//console.dir({distance, attacker: attacker.name, canMove: attacker.canMove, primaryMaxRange: attacker.primaryWeapon?.maxRange, secondaryMaxRange: attacker.secondaryWeapon?.maxRange})
|
|
68
|
-
if (attacker.canMove && distance <= deployedWeaponRange * 0.8) {
|
|
69
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
70
|
-
return;
|
|
71
|
-
}
|
|
72
|
-
else if (!attacker.canMove && distance > deployedWeaponRange) {
|
|
73
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
74
|
-
return;
|
|
75
|
-
}
|
|
76
|
-
}
|
|
77
|
-
let targetData = target;
|
|
78
|
-
let orderType = OrderType.AttackMove;
|
|
79
|
-
const primaryWeaponRange = attacker.primaryWeapon?.maxRange || 5;
|
|
80
|
-
if (targetData?.type == ObjectType.Building && distance < primaryWeaponRange * 0.8) {
|
|
81
|
-
orderType = OrderType.Attack;
|
|
82
|
-
}
|
|
83
|
-
else if (targetData?.rules.canDisguise) {
|
|
84
|
-
// Special case for mirage tank/spy as otherwise they just sit next to it.
|
|
85
|
-
orderType = OrderType.Attack;
|
|
86
|
-
}
|
|
87
|
-
actionsApi.orderUnits([attacker.id], orderType, target.id);
|
|
88
|
-
}
|
|
89
|
-
}
|
|
@@ -1,102 +0,0 @@
|
|
|
1
|
-
import _ from "lodash";
|
|
2
|
-
import { MovementZone } from "@chronodivide/game-api";
|
|
3
|
-
import { grabCombatants, noop } from "../squadBehaviour.js";
|
|
4
|
-
import { getDistanceBetweenPoints } from "../../map/map.js";
|
|
5
|
-
import { manageAttackMicro, manageMoveMicro } from "./common.js";
|
|
6
|
-
const TARGET_UPDATE_INTERVAL_TICKS = 10;
|
|
7
|
-
const GRAB_INTERVAL_TICKS = 10;
|
|
8
|
-
const GRAB_RADIUS = 20;
|
|
9
|
-
// Units must be in a certain radius of the center of mass before attacking.
|
|
10
|
-
// This scales for number of units in the squad though.
|
|
11
|
-
const MIN_GATHER_RADIUS = 5;
|
|
12
|
-
// If the radius expands beyond this amount then we should switch back to gathering mode.
|
|
13
|
-
const MAX_GATHER_RADIUS = 15;
|
|
14
|
-
const GATHER_RATIO = 10;
|
|
15
|
-
var SquadState;
|
|
16
|
-
(function (SquadState) {
|
|
17
|
-
SquadState[SquadState["Gathering"] = 0] = "Gathering";
|
|
18
|
-
SquadState[SquadState["Attacking"] = 1] = "Attacking";
|
|
19
|
-
})(SquadState || (SquadState = {}));
|
|
20
|
-
export class CombatSquad {
|
|
21
|
-
/**
|
|
22
|
-
*
|
|
23
|
-
* @param rallyArea the initial location to grab combatants
|
|
24
|
-
* @param targetArea
|
|
25
|
-
* @param radius
|
|
26
|
-
*/
|
|
27
|
-
constructor(rallyArea, targetArea, radius) {
|
|
28
|
-
this.rallyArea = rallyArea;
|
|
29
|
-
this.targetArea = targetArea;
|
|
30
|
-
this.radius = radius;
|
|
31
|
-
this.lastGrab = null;
|
|
32
|
-
this.lastCommand = null;
|
|
33
|
-
this.state = SquadState.Gathering;
|
|
34
|
-
}
|
|
35
|
-
setAttackArea(targetArea) {
|
|
36
|
-
this.targetArea = targetArea;
|
|
37
|
-
}
|
|
38
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness, logger) {
|
|
39
|
-
if (squad.getUnitIds().length > 0 && (!this.lastCommand || gameApi.getCurrentTick() > this.lastCommand + TARGET_UPDATE_INTERVAL_TICKS)) {
|
|
40
|
-
this.lastCommand = gameApi.getCurrentTick();
|
|
41
|
-
const centerOfMass = squad.getCenterOfMass();
|
|
42
|
-
const maxDistance = squad.getMaxDistanceToCenterOfMass();
|
|
43
|
-
const units = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
|
|
44
|
-
// Only use ground units for center of mass.
|
|
45
|
-
const groundUnits = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant &&
|
|
46
|
-
(r.rules.movementZone === MovementZone.Infantry ||
|
|
47
|
-
r.rules.movementZone === MovementZone.Normal ||
|
|
48
|
-
r.rules.movementZone === MovementZone.InfantryDestroyer));
|
|
49
|
-
if (this.state === SquadState.Gathering) {
|
|
50
|
-
const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MIN_GATHER_RADIUS;
|
|
51
|
-
if (centerOfMass &&
|
|
52
|
-
maxDistance &&
|
|
53
|
-
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
54
|
-
maxDistance > requiredGatherRadius) {
|
|
55
|
-
units.forEach((unit) => {
|
|
56
|
-
manageMoveMicro(actionsApi, unit, centerOfMass);
|
|
57
|
-
});
|
|
58
|
-
}
|
|
59
|
-
else {
|
|
60
|
-
logger(`CombatSquad ${squad.getName()} switching back to attack mode (${maxDistance})`);
|
|
61
|
-
this.state = SquadState.Attacking;
|
|
62
|
-
}
|
|
63
|
-
}
|
|
64
|
-
else {
|
|
65
|
-
const targetPoint = this.targetArea || playerData.startLocation;
|
|
66
|
-
const requiredGatherRadius = Math.sqrt(groundUnits.length) * GATHER_RATIO + MAX_GATHER_RADIUS;
|
|
67
|
-
if (centerOfMass &&
|
|
68
|
-
maxDistance &&
|
|
69
|
-
gameApi.mapApi.getTile(centerOfMass.x, centerOfMass.y) !== undefined &&
|
|
70
|
-
maxDistance > requiredGatherRadius) {
|
|
71
|
-
// Switch back to gather mode
|
|
72
|
-
logger(`CombatSquad ${squad.getName()} switching back to gather (${maxDistance})`);
|
|
73
|
-
this.state = SquadState.Gathering;
|
|
74
|
-
return noop();
|
|
75
|
-
}
|
|
76
|
-
for (const unit of units) {
|
|
77
|
-
if (unit.isIdle) {
|
|
78
|
-
const { rx: x, ry: y } = unit.tile;
|
|
79
|
-
const range = unit.primaryWeapon?.maxRange ?? unit.secondaryWeapon?.maxRange ?? 5;
|
|
80
|
-
const nearbyHostiles = matchAwareness.getHostilesNearPoint(x, y, range * 2);
|
|
81
|
-
const closest = _.minBy(nearbyHostiles, ({ x: hX, y: hY }) => getDistanceBetweenPoints({ x, y }, { x: hX, y: hY }));
|
|
82
|
-
const closestUnit = closest ? gameApi.getUnitData(closest.unitId) ?? null : null;
|
|
83
|
-
if (closestUnit) {
|
|
84
|
-
manageAttackMicro(actionsApi, unit, closestUnit);
|
|
85
|
-
}
|
|
86
|
-
else {
|
|
87
|
-
manageMoveMicro(actionsApi, unit, targetPoint);
|
|
88
|
-
}
|
|
89
|
-
}
|
|
90
|
-
}
|
|
91
|
-
}
|
|
92
|
-
}
|
|
93
|
-
if (!this.lastGrab || gameApi.getCurrentTick() > this.lastGrab + GRAB_INTERVAL_TICKS) {
|
|
94
|
-
this.lastGrab = gameApi.getCurrentTick();
|
|
95
|
-
return grabCombatants(squad.getCenterOfMass() ?? this.rallyArea, GRAB_RADIUS);
|
|
96
|
-
}
|
|
97
|
-
else {
|
|
98
|
-
return noop();
|
|
99
|
-
}
|
|
100
|
-
}
|
|
101
|
-
}
|
|
102
|
-
//# sourceMappingURL=combatSquad.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"combatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/combatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,CAAC,MAAM,QAAQ,CAAC;AACvB,OAAO,EAAuB,YAAY,EAAuB,MAAM,wBAAwB,CAAC;AAEhG,OAAO,EAA+B,cAAc,EAAE,IAAI,EAAE,MAAM,sBAAsB,CAAC;AAEzF,OAAO,EAAE,wBAAwB,EAAE,MAAM,kBAAkB,CAAC;AAC5D,OAAO,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,aAAa,CAAC;AAGjE,MAAM,4BAA4B,GAAG,EAAE,CAAC;AACxC,MAAM,mBAAmB,GAAG,EAAE,CAAC;AAE/B,MAAM,WAAW,GAAG,EAAE,CAAC;AAEvB,4EAA4E;AAC5E,uDAAuD;AACvD,MAAM,iBAAiB,GAAG,CAAC,CAAC;AAE5B,yFAAyF;AACzF,MAAM,iBAAiB,GAAG,EAAE,CAAC;AAE7B,MAAM,YAAY,GAAG,EAAE,CAAC;AAExB,IAAK,UAGJ;AAHD,WAAK,UAAU;IACX,qDAAS,CAAA;IACT,qDAAS,CAAA;AACb,CAAC,EAHI,UAAU,KAAV,UAAU,QAGd;AAED,MAAM,OAAO,WAAW;IAKpB;;;;;OAKG;IACH,YACY,SAAkB,EAClB,UAAmB,EACnB,MAAc;QAFd,cAAS,GAAT,SAAS,CAAS;QAClB,eAAU,GAAV,UAAU,CAAS;QACnB,WAAM,GAAN,MAAM,CAAQ;QAblB,aAAQ,GAAkB,IAAI,CAAC;QAC/B,gBAAW,GAAkB,IAAI,CAAC;QAClC,UAAK,GAAG,UAAU,CAAC,SAAS,CAAC;IAYlC,CAAC;IAEG,aAAa,CAAC,UAAmB;QACpC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;IACjC,CAAC;IAEM,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B,EAC9B,MAAmB;QAEnB,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,WAAW,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,WAAW,GAAG,4BAA4B,CAAC,EAAE;YACpI,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;YAC5C,MAAM,YAAY,GAAG,KAAK,CAAC,eAAe,EAAE,CAAC;YAC7C,MAAM,WAAW,GAAG,KAAK,CAAC,4BAA4B,EAAE,CAAC;YACzD,MAAM,KAAK,GAAG,KAAK,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC;YAEpF,4CAA4C;YAC5C,MAAM,WAAW,GAAG,KAAK,CAAC,gBAAgB,CACtC,OAAO,EACP,CAAC,CAAC,EAAE,EAAE,CACF,CAAC,CAAC,KAAK,CAAC,qBAAqB;gBAC7B,CAAC,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,QAAQ;oBAC3C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,MAAM;oBAC5C,CAAC,CAAC,KAAK,CAAC,YAAY,KAAK,YAAY,CAAC,iBAAiB,CAAC,CACnE,CAAC;YAEF,IAAI,IAAI,CAAC,KAAK,KAAK,UAAU,CAAC,SAAS,EAAE;gBACrC,MAAM,oBAAoB,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAC9F,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;wBACnB,eAAe,CAAC,UAAU,EAAE,IAAI,EAAE,YAAY,CAAC,CAAC;oBACpD,CAAC,CAAC,CAAC;iBACN;qBAAM;oBACH,MAAM,CAAC,eAAe,KAAK,CAAC,OAAO,EAAE,mCAAmC,WAAW,GAAG,CAAC,CAAA;oBACvF,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;iBACrC;aACJ;iBAAM;gBACH,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,IAAI,UAAU,CAAC,aAAa,CAAC;gBAChE,MAAM,oBAAoB,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,GAAG,YAAY,GAAG,iBAAiB,CAAC;gBAC9F,IACI,YAAY;oBACZ,WAAW;oBACX,OAAO,CAAC,MAAM,CAAC,OAAO,CAAC,YAAY,CAAC,CAAC,EAAE,YAAY,CAAC,CAAC,CAAC,KAAK,SAAS;oBACpE,WAAW,GAAG,oBAAoB,EACpC;oBACE,6BAA6B;oBAC7B,MAAM,CAAC,eAAe,KAAK,CAAC,OAAO,EAAE,8BAA8B,WAAW,GAAG,CAAC,CAAA;oBAClF,IAAI,CAAC,KAAK,GAAG,UAAU,CAAC,SAAS,CAAC;oBAClC,OAAO,IAAI,EAAE,CAAC;iBACjB;gBACD,KAAK,MAAM,IAAI,IAAI,KAAK,EAAE;oBACtB,IAAI,IAAI,CAAC,MAAM,EAAE;wBACb,MAAM,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;wBACnC,MAAM,KAAK,GAAG,IAAI,CAAC,aAAa,EAAE,QAAQ,IAAI,IAAI,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;wBAClF,MAAM,cAAc,GAAG,cAAc,CAAC,oBAAoB,CAAC,CAAC,EAAE,CAAC,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC;wBAC5E,MAAM,OAAO,GAAG,CAAC,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CACzD,wBAAwB,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,CACvD,CAAC;wBACF,MAAM,WAAW,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,WAAW,CAAC,OAAO,CAAC,MAAM,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC;wBACjF,IAAI,WAAW,EAAE;4BACb,iBAAiB,CAAC,UAAU,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;yBACpD;6BAAM;4BACH,eAAe,CAAC,UAAU,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;yBAClD;qBACJ;iBACJ;aACJ;SACJ;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,QAAQ,GAAG,mBAAmB,EAAE;YAClF,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;YACzC,OAAO,cAAc,CAAC,KAAK,CAAC,eAAe,EAAE,IAAI,IAAI,CAAC,SAAS,EAAE,WAAW,CAAC,CAAC;SACjF;aAAM;YACH,OAAO,IAAI,EAAE,CAAC;SACjB;IACL,CAAC;CACJ"}
|
|
@@ -1,40 +0,0 @@
|
|
|
1
|
-
import { AttackState, ObjectType, OrderType, StanceType } from "@chronodivide/game-api";
|
|
2
|
-
import { getDistanceBetweenUnits } from "../../map/map.js";
|
|
3
|
-
// Micro methods
|
|
4
|
-
export function manageMoveMicro(actionsApi, attacker, attackPoint) {
|
|
5
|
-
if (attacker.name === "E1") {
|
|
6
|
-
const isDeployed = attacker.stance === StanceType.Deployed;
|
|
7
|
-
if (isDeployed) {
|
|
8
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
9
|
-
}
|
|
10
|
-
}
|
|
11
|
-
actionsApi.orderUnits([attacker.id], OrderType.Move, attackPoint.x, attackPoint.y);
|
|
12
|
-
}
|
|
13
|
-
export function manageAttackMicro(actionsApi, attacker, target) {
|
|
14
|
-
const distance = getDistanceBetweenUnits(attacker, target);
|
|
15
|
-
if (attacker.name === "E1") {
|
|
16
|
-
// Para (deployed weapon) range is 5.
|
|
17
|
-
const deployedWeaponRange = attacker.secondaryWeapon?.maxRange || 5;
|
|
18
|
-
const isDeployed = attacker.stance === StanceType.Deployed;
|
|
19
|
-
if (!isDeployed && (distance <= deployedWeaponRange || attacker.attackState === AttackState.JustFired)) {
|
|
20
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
21
|
-
return;
|
|
22
|
-
}
|
|
23
|
-
else if (isDeployed && distance > deployedWeaponRange) {
|
|
24
|
-
actionsApi.orderUnits([attacker.id], OrderType.DeploySelected);
|
|
25
|
-
return;
|
|
26
|
-
}
|
|
27
|
-
}
|
|
28
|
-
let targetData = target;
|
|
29
|
-
let orderType = OrderType.Attack;
|
|
30
|
-
const primaryWeaponRange = attacker.primaryWeapon?.maxRange || 5;
|
|
31
|
-
if (targetData?.type == ObjectType.Building && distance < primaryWeaponRange * 0.8) {
|
|
32
|
-
orderType = OrderType.Attack;
|
|
33
|
-
}
|
|
34
|
-
else if (targetData?.rules.canDisguise) {
|
|
35
|
-
// Special case for mirage tank/spy as otherwise they just sit next to it.
|
|
36
|
-
orderType = OrderType.Attack;
|
|
37
|
-
}
|
|
38
|
-
actionsApi.orderUnits([attacker.id], orderType, target.id);
|
|
39
|
-
}
|
|
40
|
-
//# sourceMappingURL=common.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"common.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/common.ts"],"names":[],"mappings":"AAAA,OAAO,EAAc,WAAW,EAAE,UAAU,EAAE,SAAS,EAAW,UAAU,EAAY,MAAM,wBAAwB,CAAC;AACvH,OAAO,EAAE,uBAAuB,EAAE,MAAM,kBAAkB,CAAC;AAE3D,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,UAAsB,EAAE,QAAkB,EAAE,WAAoB;IAC5F,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,UAAU,EAAE;YACZ,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;SAClE;KACJ;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC;AACvF,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,UAAsB,EAAE,QAAkB,EAAE,MAAgB;IAC1F,MAAM,QAAQ,GAAG,uBAAuB,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAC;IAC3D,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE;QACxB,qCAAqC;QACrC,MAAM,mBAAmB,GAAG,QAAQ,CAAC,eAAe,EAAE,QAAQ,IAAI,CAAC,CAAC;QACpE,MAAM,UAAU,GAAG,QAAQ,CAAC,MAAM,KAAK,UAAU,CAAC,QAAQ,CAAC;QAC3D,IAAI,CAAC,UAAU,IAAI,CAAC,QAAQ,IAAI,mBAAmB,IAAI,QAAQ,CAAC,WAAW,KAAK,WAAW,CAAC,SAAS,CAAC,EAAE;YACpG,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;aAAM,IAAI,UAAU,IAAI,QAAQ,GAAG,mBAAmB,EAAE;YACrD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,CAAC,cAAc,CAAC,CAAC;YAC/D,OAAO;SACV;KACJ;IACD,IAAI,UAAU,GAAG,MAAM,CAAC;IACxB,IAAI,SAAS,GAAc,SAAS,CAAC,MAAM,CAAC;IAC5C,MAAM,kBAAkB,GAAG,QAAQ,CAAC,aAAa,EAAE,QAAQ,IAAI,CAAC,CAAC;IACjE,IAAI,UAAU,EAAE,IAAI,IAAI,UAAU,CAAC,QAAQ,IAAI,QAAQ,GAAG,kBAAkB,GAAG,GAAG,EAAE;QAChF,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;SAAM,IAAI,UAAU,EAAE,KAAK,CAAC,WAAW,EAAE;QACtC,0EAA0E;QAC1E,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;KAChC;IACD,UAAU,CAAC,UAAU,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,SAAS,EAAE,MAAM,CAAC,EAAE,CAAC,CAAC;AAC/D,CAAC"}
|
|
@@ -1,61 +0,0 @@
|
|
|
1
|
-
import _ from "lodash";
|
|
2
|
-
import { OrderType, } from "@chronodivide/game-api";
|
|
3
|
-
import { disband, grabCombatants } from "../squadBehaviour.js";
|
|
4
|
-
import { getDistanceBetween, getDistanceBetweenUnits } from "../../map/map.js";
|
|
5
|
-
// If no enemies are seen in a circle IDLE_CHECK_RADIUS*radius for IDLE_COOLDOWN_TICKS ticks, the mission is disbanded.
|
|
6
|
-
const IDLE_CHECK_RADIUS_RATIO = 2;
|
|
7
|
-
const IDLE_COOLDOWN_TICKS = 15 * 30;
|
|
8
|
-
const GRAB_RADIUS = 2;
|
|
9
|
-
export class DefenceSquad {
|
|
10
|
-
constructor(defenceArea, radius) {
|
|
11
|
-
this.defenceArea = defenceArea;
|
|
12
|
-
this.radius = radius;
|
|
13
|
-
this.lastIdleCheck = null;
|
|
14
|
-
}
|
|
15
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
16
|
-
const enemyUnits = gameApi.getVisibleUnits(playerData.name, "hostile", (r) => r.isSelectableCombatant);
|
|
17
|
-
const hasEnemiesInIdleCheckRadius = enemyUnits
|
|
18
|
-
.map((unitId) => gameApi.getUnitData(unitId))
|
|
19
|
-
.some((unit) => !!unit &&
|
|
20
|
-
unit.tile &&
|
|
21
|
-
getDistanceBetween(unit, this.defenceArea) < IDLE_CHECK_RADIUS_RATIO * this.radius);
|
|
22
|
-
if (this.lastIdleCheck === null) {
|
|
23
|
-
this.lastIdleCheck = gameApi.getCurrentTick();
|
|
24
|
-
}
|
|
25
|
-
else if (!hasEnemiesInIdleCheckRadius &&
|
|
26
|
-
gameApi.getCurrentTick() > this.lastIdleCheck + IDLE_COOLDOWN_TICKS) {
|
|
27
|
-
return disband();
|
|
28
|
-
}
|
|
29
|
-
const enemiesInRadius = enemyUnits
|
|
30
|
-
.map((unitId) => gameApi.getUnitData(unitId))
|
|
31
|
-
.filter((unit) => !!unit && unit.tile && getDistanceBetween(unit, this.defenceArea) < this.radius)
|
|
32
|
-
.map((unit) => unit);
|
|
33
|
-
const defenders = squad.getUnitsMatching(gameApi, (r) => r.rules.isSelectableCombatant);
|
|
34
|
-
defenders.forEach((defender) => {
|
|
35
|
-
// Find closest attacking unit
|
|
36
|
-
if (defender.isIdle) {
|
|
37
|
-
const closestEnemy = _.minBy(enemiesInRadius.map((enemy) => ({
|
|
38
|
-
enemy,
|
|
39
|
-
distance: getDistanceBetweenUnits(defender, enemy),
|
|
40
|
-
})), "distance");
|
|
41
|
-
if (closestEnemy) {
|
|
42
|
-
this.manageMicro(actionsApi, defender, closestEnemy.enemy, closestEnemy.distance);
|
|
43
|
-
}
|
|
44
|
-
}
|
|
45
|
-
});
|
|
46
|
-
return grabCombatants(this.defenceArea, this.radius * GRAB_RADIUS);
|
|
47
|
-
}
|
|
48
|
-
// Micro methods
|
|
49
|
-
manageMicro(actionsApi, defender, closestEnemy, distance) {
|
|
50
|
-
if (defender.name === "E1") {
|
|
51
|
-
// Para (deployed weapon) range is 5.
|
|
52
|
-
if (defender.canMove && distance <= 4) {
|
|
53
|
-
actionsApi.orderUnits([defender.id], OrderType.DeploySelected);
|
|
54
|
-
}
|
|
55
|
-
else if (!defender.canMove && distance >= 5) {
|
|
56
|
-
actionsApi.orderUnits([defender.id], OrderType.DeploySelected);
|
|
57
|
-
}
|
|
58
|
-
}
|
|
59
|
-
actionsApi.orderUnits([defender.id], OrderType.AttackMove, closestEnemy.tile.rx, closestEnemy.tile.ry);
|
|
60
|
-
}
|
|
61
|
-
}
|
|
@@ -1,36 +0,0 @@
|
|
|
1
|
-
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
-
import { disband, noop, requestUnits } from "../squadBehaviour.js";
|
|
3
|
-
const CAPTURE_COOLDOWN_TICKS = 30;
|
|
4
|
-
// Capture squad
|
|
5
|
-
export class EngineerSquad {
|
|
6
|
-
/**
|
|
7
|
-
* @param captureTarget ID of the target to try and capture/send engineer into.
|
|
8
|
-
*/
|
|
9
|
-
constructor(captureTarget) {
|
|
10
|
-
this.captureTarget = captureTarget;
|
|
11
|
-
this.hasAttemptedCaptureWith = null;
|
|
12
|
-
}
|
|
13
|
-
;
|
|
14
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
15
|
-
const engineerTypes = ["ENGINEER", "SENGINEER"];
|
|
16
|
-
const engineers = squad.getUnitsOfTypes(gameApi, ...engineerTypes);
|
|
17
|
-
if (engineers.length === 0) {
|
|
18
|
-
// Perhaps we deployed already (or the unit was destroyed), end the mission.
|
|
19
|
-
if (this.hasAttemptedCaptureWith !== null) {
|
|
20
|
-
return disband();
|
|
21
|
-
}
|
|
22
|
-
return requestUnits(engineerTypes, 100);
|
|
23
|
-
}
|
|
24
|
-
else if (!this.hasAttemptedCaptureWith ||
|
|
25
|
-
gameApi.getCurrentTick() > this.hasAttemptedCaptureWith.gameTick + CAPTURE_COOLDOWN_TICKS) {
|
|
26
|
-
actionsApi.orderUnits(engineers.map((engineer) => engineer.id), OrderType.Capture, this.captureTarget);
|
|
27
|
-
// Add a cooldown to deploy attempts.
|
|
28
|
-
this.hasAttemptedCaptureWith = {
|
|
29
|
-
unitId: engineers[0].id,
|
|
30
|
-
gameTick: gameApi.getCurrentTick(),
|
|
31
|
-
};
|
|
32
|
-
}
|
|
33
|
-
return noop();
|
|
34
|
-
}
|
|
35
|
-
}
|
|
36
|
-
//# sourceMappingURL=engineerSquad.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"engineerSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/engineerSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAwB,MAAM,wBAAwB,CAAC;AAE9F,OAAO,EAA+B,OAAO,EAAE,IAAI,EAAwB,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAGtH,MAAM,sBAAsB,GAAG,EAAE,CAAC;AAElC,gBAAgB;AAChB,MAAM,OAAO,aAAa;IAMtB;;OAEG;IACH,YAAoB,aAAqB;QAArB,kBAAa,GAAb,aAAa,CAAQ;QARjC,4BAAuB,GAGpB,IAAI,CAAC;IAMhB,CAAC;IAAA,CAAC;IAEK,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B;QAE9B,MAAM,aAAa,GAAG,CAAC,UAAU,EAAE,WAAW,CAAC,CAAC;QAChD,MAAM,SAAS,GAAG,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,aAAa,CAAC,CAAC;QACnE,IAAI,SAAS,CAAC,MAAM,KAAK,CAAC,EAAE;YACxB,4EAA4E;YAC5E,IAAI,IAAI,CAAC,uBAAuB,KAAK,IAAI,EAAE;gBACvC,OAAO,OAAO,EAAE,CAAC;aACpB;YACD,OAAO,YAAY,CAAC,aAAa,EAAE,GAAG,CAAC,CAAC;SAC3C;aAAM,IACH,CAAC,IAAI,CAAC,uBAAuB;YAC7B,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,uBAAuB,CAAC,QAAQ,GAAG,sBAAsB,EAC3F;YACE,UAAU,CAAC,UAAU,CACjB,SAAS,CAAC,GAAG,CAAC,CAAC,QAAQ,EAAE,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,EACxC,SAAS,CAAC,OAAO,EACjB,IAAI,CAAC,aAAa,CACrB,CAAC;YACF,qCAAqC;YACrC,IAAI,CAAC,uBAAuB,GAAG;gBAC3B,MAAM,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC,EAAE;gBACvB,QAAQ,EAAE,OAAO,CAAC,cAAc,EAAE;aACrC,CAAC;SACL;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;CACJ"}
|
|
@@ -1,43 +0,0 @@
|
|
|
1
|
-
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
-
import { disband, noop, requestSpecificUnits, requestUnits } from "../squadBehaviour.js";
|
|
3
|
-
const DEPLOY_COOLDOWN_TICKS = 30;
|
|
4
|
-
// Expansion or initial base.
|
|
5
|
-
export class ExpansionSquad {
|
|
6
|
-
/**
|
|
7
|
-
* @param selectedMcv ID of the MCV to try to expand with. If that unit dies, the squad will disband. If no value is provided,
|
|
8
|
-
* the mission requests an MCV.
|
|
9
|
-
*/
|
|
10
|
-
constructor(selectedMcv) {
|
|
11
|
-
this.selectedMcv = selectedMcv;
|
|
12
|
-
this.hasAttemptedDeployWith = null;
|
|
13
|
-
}
|
|
14
|
-
;
|
|
15
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
16
|
-
const mcvTypes = ["AMCV", "SMCV"];
|
|
17
|
-
const mcvs = squad.getUnitsOfTypes(gameApi, ...mcvTypes);
|
|
18
|
-
if (mcvs.length === 0) {
|
|
19
|
-
// Perhaps we deployed already (or the unit was destroyed), end the mission.
|
|
20
|
-
if (this.hasAttemptedDeployWith !== null) {
|
|
21
|
-
return disband();
|
|
22
|
-
}
|
|
23
|
-
// We need an mcv!
|
|
24
|
-
if (this.selectedMcv) {
|
|
25
|
-
return requestSpecificUnits([this.selectedMcv], 100);
|
|
26
|
-
}
|
|
27
|
-
else {
|
|
28
|
-
return requestUnits(mcvTypes, 100);
|
|
29
|
-
}
|
|
30
|
-
}
|
|
31
|
-
else if (!this.hasAttemptedDeployWith ||
|
|
32
|
-
gameApi.getCurrentTick() > this.hasAttemptedDeployWith.gameTick + DEPLOY_COOLDOWN_TICKS) {
|
|
33
|
-
actionsApi.orderUnits(mcvs.map((mcv) => mcv.id), OrderType.DeploySelected);
|
|
34
|
-
// Add a cooldown to deploy attempts.
|
|
35
|
-
this.hasAttemptedDeployWith = {
|
|
36
|
-
unitId: mcvs[0].id,
|
|
37
|
-
gameTick: gameApi.getCurrentTick(),
|
|
38
|
-
};
|
|
39
|
-
}
|
|
40
|
-
return noop();
|
|
41
|
-
}
|
|
42
|
-
}
|
|
43
|
-
//# sourceMappingURL=expansionSquad.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"expansionSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/expansionSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAwB,MAAM,wBAAwB,CAAC;AAG9F,OAAO,EAA+B,OAAO,EAAE,IAAI,EAAE,oBAAoB,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAGtH,MAAM,qBAAqB,GAAG,EAAE,CAAC;AAEjC,6BAA6B;AAC7B,MAAM,OAAO,cAAc;IAMvB;;;OAGG;IACH,YAAoB,WAA0B;QAA1B,gBAAW,GAAX,WAAW,CAAe;QATtC,2BAAsB,GAGnB,IAAI,CAAC;IAOhB,CAAC;IAAA,CAAC;IAEK,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B;QAE9B,MAAM,QAAQ,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QAClC,MAAM,IAAI,GAAG,KAAK,CAAC,eAAe,CAAC,OAAO,EAAE,GAAG,QAAQ,CAAC,CAAC;QACzD,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE;YACnB,4EAA4E;YAC5E,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,EAAE;gBACtC,OAAO,OAAO,EAAE,CAAC;aACpB;YACD,kBAAkB;YAClB,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,OAAO,oBAAoB,CAAC,CAAC,IAAI,CAAC,WAAW,CAAC,EAAE,GAAG,CAAC,CAAC;aACxD;iBAAM;gBACH,OAAO,YAAY,CAAC,QAAQ,EAAE,GAAG,CAAC,CAAC;aACtC;SACJ;aAAM,IACH,CAAC,IAAI,CAAC,sBAAsB;YAC5B,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,sBAAsB,CAAC,QAAQ,GAAG,qBAAqB,EACzF;YACE,UAAU,CAAC,UAAU,CACjB,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EACzB,SAAS,CAAC,cAAc,CAC3B,CAAC;YACF,qCAAqC;YACrC,IAAI,CAAC,sBAAsB,GAAG;gBAC1B,MAAM,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE;gBAClB,QAAQ,EAAE,OAAO,CAAC,cAAc,EAAE;aACrC,CAAC;SACL;QACD,OAAO,IAAI,EAAE,CAAC;IAClB,CAAC;CACJ"}
|
|
@@ -1,28 +0,0 @@
|
|
|
1
|
-
import { OrderType } from "@chronodivide/game-api";
|
|
2
|
-
import { disband, requestSpecificUnits } from "../squadBehaviour.js";
|
|
3
|
-
const SCOUT_MOVE_COOLDOWN_TICKS = 30;
|
|
4
|
-
export class RetreatSquad {
|
|
5
|
-
constructor(unitIds, retreatToPoint) {
|
|
6
|
-
this.unitIds = unitIds;
|
|
7
|
-
this.retreatToPoint = retreatToPoint;
|
|
8
|
-
this.createdAt = null;
|
|
9
|
-
}
|
|
10
|
-
onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness) {
|
|
11
|
-
if (!this.createdAt) {
|
|
12
|
-
this.createdAt = gameApi.getCurrentTick();
|
|
13
|
-
}
|
|
14
|
-
if (squad.getUnitIds().length > 0) {
|
|
15
|
-
// Only send the order once we have managed to claim some units.
|
|
16
|
-
actionsApi.orderUnits(squad.getUnitIds(), OrderType.AttackMove, this.retreatToPoint.x, this.retreatToPoint.y);
|
|
17
|
-
return disband();
|
|
18
|
-
}
|
|
19
|
-
if (this.createdAt && gameApi.getCurrentTick() > this.createdAt + 240) {
|
|
20
|
-
// Disband automatically after 240 ticks in case we couldn't actually claim any units.
|
|
21
|
-
return disband();
|
|
22
|
-
}
|
|
23
|
-
else {
|
|
24
|
-
return requestSpecificUnits(this.unitIds, 1000);
|
|
25
|
-
}
|
|
26
|
-
}
|
|
27
|
-
}
|
|
28
|
-
//# sourceMappingURL=retreatSquad.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"retreatSquad.js","sourceRoot":"","sources":["../../../../../src/bot/logic/squad/behaviours/retreatSquad.ts"],"names":[],"mappings":"AAAA,OAAO,EAAuB,SAAS,EAAiC,MAAM,wBAAwB,CAAC;AAGvG,OAAO,EAA+B,OAAO,EAAQ,oBAAoB,EAAgB,MAAM,sBAAsB,CAAC;AAGtH,MAAM,yBAAyB,GAAG,EAAE,CAAC;AAErC,MAAM,OAAO,YAAY;IAGrB,YACY,OAAiB,EACjB,cAAuB;QADvB,YAAO,GAAP,OAAO,CAAU;QACjB,mBAAc,GAAd,cAAc,CAAS;QAJ3B,cAAS,GAAkB,IAAI,CAAC;IAKrC,CAAC;IAEG,UAAU,CACb,OAAgB,EAChB,UAAsB,EACtB,UAAsB,EACtB,KAAY,EACZ,cAA8B;QAE9B,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE;YACjB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,cAAc,EAAE,CAAC;SAC7C;QACD,IAAI,KAAK,CAAC,UAAU,EAAE,CAAC,MAAM,GAAG,CAAC,EAAE;YAC/B,gEAAgE;YAChE,UAAU,CAAC,UAAU,CACjB,KAAK,CAAC,UAAU,EAAE,EAClB,SAAS,CAAC,UAAU,EACpB,IAAI,CAAC,cAAc,CAAC,CAAC,EACrB,IAAI,CAAC,cAAc,CAAC,CAAC,CACxB,CAAC;YACF,OAAO,OAAO,EAAE,CAAC;SACpB;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC,cAAc,EAAE,GAAG,IAAI,CAAC,SAAS,GAAG,GAAG,EAAE;YACnE,sFAAsF;YACtF,OAAO,OAAO,EAAE,CAAC;SACpB;aAAM;YACH,OAAO,oBAAoB,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;SACnD;IACL,CAAC;CACJ"}
|