@supalosa/chronodivide-bot 0.5.4 → 0.6.6-beta.1
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
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import { GameApi, GameObjectData, ObjectType, PlayerData, UnitData, Vector2 } from "@chronodivide/game-api";
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import { SectorCache } from "./map/sector";
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import { GlobalThreat } from "./threat/threat";
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import { calculateGlobalThreat } from "./threat/threatCalculator.js";
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import { determineMapBounds, getDistanceBetweenPoints, getPointTowardsOtherPoint } from "./map/map.js";
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import { Circle, Quadtree } from "@timohausmann/quadtree-ts";
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import { ScoutingManager } from "./common/scout.js";
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export type UnitPositionQuery = { x: number; y: number; unitId: number };
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/**
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* The bot's understanding of the current state of the game.
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*/
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export interface MatchAwareness {
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/**
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* Returns the threat cache for the AI.
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*/
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getThreatCache(): GlobalThreat | null;
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/**
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* Returns the sector visibility cache.
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*/
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getSectorCache(): SectorCache;
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/**
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* Returns the enemy unit IDs in a certain radius of a point.
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* Warning: this may return non-combatant hostiles, such as neutral units.
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*/
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getHostilesNearPoint2d(point: Vector2, radius: number): UnitPositionQuery[];
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/**
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* Returns the enemy unit IDs in a certain radius of a point.
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* Warning: this may return non-combatant hostiles, such as neutral units.
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*/
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getHostilesNearPoint(x: number, y: number, radius: number): UnitPositionQuery[];
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/**
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* Returns the main rally point for the AI, which updates every few ticks.
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*/
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getMainRallyPoint(): Vector2;
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onGameStart(gameApi: GameApi, playerData: PlayerData): void;
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/**
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* Update the internal state of the Ai.
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* @param gameApi
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* @param playerData
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*/
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onAiUpdate(gameApi: GameApi, playerData: PlayerData): void;
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/**
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* True if the AI should initiate an attack.
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*/
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shouldAttack(): boolean;
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getScoutingManager(): ScoutingManager;
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getGlobalDebugText(): string | undefined;
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}
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const SECTORS_TO_UPDATE_PER_CYCLE = 8;
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const RALLY_POINT_UPDATE_INTERVAL_TICKS = 90;
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const THREAT_UPDATE_INTERVAL_TICKS = 30;
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type QTUnit = Circle<number>;
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const rebuildQuadtree = (quadtree: Quadtree<QTUnit>, units: GameObjectData[]) => {
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quadtree.clear();
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units.forEach((unit) => {
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quadtree.insert(new Circle<number>({ x: unit.tile.rx, y: unit.tile.ry, r: 1, data: unit.id }));
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});
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};
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export class MatchAwarenessImpl implements MatchAwareness {
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private _shouldAttack: boolean = false;
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private hostileQuadTree: Quadtree<QTUnit>;
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private scoutingManager: ScoutingManager;
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constructor(
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private threatCache: GlobalThreat | null,
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private sectorCache: SectorCache,
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private mainRallyPoint: Vector2,
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private logger: (message: string, sayInGame?: boolean) => void,
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) {
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const { width, height } = sectorCache.getMapBounds();
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this.hostileQuadTree = new Quadtree({ width, height });
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this.scoutingManager = new ScoutingManager(logger);
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}
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getHostilesNearPoint2d(point: Vector2, radius: number): UnitPositionQuery[] {
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return this.getHostilesNearPoint(point.x, point.y, radius);
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}
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getHostilesNearPoint(searchX: number, searchY: number, radius: number): UnitPositionQuery[] {
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const intersections = this.hostileQuadTree.retrieve(new Circle({ x: searchX, y: searchY, r: radius }));
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return intersections
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.map(({ x, y, data: unitId }) => ({ x, y, unitId: unitId! }))
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.filter(({ x, y }) => new Vector2(x, y).distanceTo(new Vector2(searchX, searchY)) <= radius)
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.filter(({ unitId }) => !!unitId);
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}
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getThreatCache(): GlobalThreat | null {
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return this.threatCache;
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}
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getSectorCache(): SectorCache {
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return this.sectorCache;
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}
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getMainRallyPoint(): Vector2 {
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return this.mainRallyPoint;
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}
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getScoutingManager(): ScoutingManager {
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return this.scoutingManager;
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}
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shouldAttack(): boolean {
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return this._shouldAttack;
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}
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private checkShouldAttack(threatCache: GlobalThreat, threatFactor: number) {
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let scaledGroundPower = threatCache.totalAvailableAntiGroundFirepower * 1.1;
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let scaledGroundThreat =
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(threatFactor * threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat) * 1.1;
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let scaledAirPower = threatCache.totalAvailableAirPower * 1.1;
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let scaledAirThreat =
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(threatFactor * threatCache.totalOffensiveAntiAirThreat + threatCache.totalDefensiveThreat) * 1.1;
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return scaledGroundPower > scaledGroundThreat || scaledAirPower > scaledAirThreat;
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}
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private isHostileUnit(unit: UnitData | undefined, hostilePlayerNames: string[]): boolean {
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if (!unit) {
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return false;
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}
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return hostilePlayerNames.includes(unit.owner);
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}
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public onGameStart(gameApi: GameApi, playerData: PlayerData) {
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this.scoutingManager.onGameStart(gameApi, playerData, this.sectorCache);
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}
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onAiUpdate(game: GameApi, playerData: PlayerData): void {
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const sectorCache = this.sectorCache;
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sectorCache.updateSectors(game.getCurrentTick(), SECTORS_TO_UPDATE_PER_CYCLE, game.mapApi, playerData);
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this.scoutingManager.onAiUpdate(game, playerData, sectorCache);
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let updateRatio = sectorCache?.getSectorUpdateRatio(game.getCurrentTick() - game.getTickRate() * 60);
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if (updateRatio && updateRatio < 1.0) {
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this.logger(`${updateRatio * 100.0}% of sectors updated in last 60 seconds.`);
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}
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const hostilePlayerNames = game
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.getPlayers()
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.map((name) => game.getPlayerData(name))
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.filter(
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(other) =>
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other.isCombatant &&
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!game.areAlliedPlayers(playerData.name, other.name),
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)
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.map((other) => other.name);
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// Build the quadtree, if this is too slow we should consider doing this periodically.
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const hostileUnitIds = game.getVisibleUnits(playerData.name, "enemy");
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try {
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const hostileUnits = hostileUnitIds
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.map((id) => game.getGameObjectData(id))
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.filter(
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(gameObjectData: GameObjectData | undefined): gameObjectData is GameObjectData =>
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gameObjectData !== undefined,
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);
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rebuildQuadtree(this.hostileQuadTree, hostileUnits);
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} catch (err) {
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// Hack. Will be fixed soon.
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console.error(`caught error`, hostileUnitIds);
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}
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if (game.getCurrentTick() % THREAT_UPDATE_INTERVAL_TICKS == 0) {
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let visibility = sectorCache?.getOverallVisibility();
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if (visibility) {
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this.logger(`${Math.round(visibility * 1000.0) / 10}% of tiles visible. Calculating threat.`);
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// Update the global threat cache
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this.threatCache = calculateGlobalThreat(game, playerData, visibility);
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// As the game approaches 2 hours, be more willing to attack. (15 ticks per second)
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const gameLengthFactor = Math.max(0, 1.0 - game.getCurrentTick() / (15 * 7200.0));
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this.logger(`Game length multiplier: ${gameLengthFactor}`);
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if (!this._shouldAttack) {
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// If not attacking, make it harder to switch to attack mode by multiplying the opponent's threat.
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this._shouldAttack = this.checkShouldAttack(this.threatCache, 1.25 * gameLengthFactor);
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if (this._shouldAttack) {
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this.logger(`Globally switched to attack mode.`);
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}
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} else {
|
|
203
|
-
// If currently attacking, make it harder to switch to defence mode my dampening the opponent's threat.
|
|
204
|
-
this._shouldAttack = this.checkShouldAttack(this.threatCache, 0.75 * gameLengthFactor);
|
|
205
|
-
if (!this._shouldAttack) {
|
|
206
|
-
this.logger(`Globally switched to defence mode.`);
|
|
207
|
-
}
|
|
208
|
-
}
|
|
209
|
-
}
|
|
210
|
-
}
|
|
211
|
-
|
|
212
|
-
// Update rally point every few ticks.
|
|
213
|
-
if (game.getCurrentTick() % RALLY_POINT_UPDATE_INTERVAL_TICKS === 0) {
|
|
214
|
-
const enemyPlayers = game
|
|
215
|
-
.getPlayers()
|
|
216
|
-
.filter((p) => p !== playerData.name && !game.areAlliedPlayers(playerData.name, p));
|
|
217
|
-
const enemy = game.getPlayerData(enemyPlayers[0]);
|
|
218
|
-
this.mainRallyPoint = getPointTowardsOtherPoint(
|
|
219
|
-
game,
|
|
220
|
-
playerData.startLocation,
|
|
221
|
-
enemy.startLocation,
|
|
222
|
-
10,
|
|
223
|
-
10,
|
|
224
|
-
0,
|
|
225
|
-
);
|
|
226
|
-
}
|
|
227
|
-
}
|
|
228
|
-
|
|
229
|
-
public getGlobalDebugText(): string | undefined {
|
|
230
|
-
if (!this.threatCache) {
|
|
231
|
-
return undefined;
|
|
232
|
-
}
|
|
233
|
-
return (
|
|
234
|
-
`Threat LAND: Them ${Math.round(this.threatCache.totalOffensiveLandThreat)}, us: ${Math.round(
|
|
235
|
-
this.threatCache.totalAvailableAntiGroundFirepower,
|
|
236
|
-
)}.\n` +
|
|
237
|
-
`Threat DEFENSIVE: Them ${Math.round(this.threatCache.totalDefensiveThreat)}, us: ${Math.round(
|
|
238
|
-
this.threatCache.totalDefensivePower,
|
|
239
|
-
)}.\n` +
|
|
240
|
-
`Threat AIR: Them ${Math.round(this.threatCache.totalOffensiveAirThreat)}, us: ${Math.round(
|
|
241
|
-
this.threatCache.totalAvailableAntiAirFirepower,
|
|
242
|
-
)}.`
|
|
243
|
-
);
|
|
244
|
-
}
|
|
245
|
-
}
|
|
1
|
+
import { GameApi, GameObjectData, ObjectType, PlayerData, UnitData, Vector2 } from "@chronodivide/game-api";
|
|
2
|
+
import { SectorCache } from "./map/sector";
|
|
3
|
+
import { GlobalThreat } from "./threat/threat";
|
|
4
|
+
import { calculateGlobalThreat } from "./threat/threatCalculator.js";
|
|
5
|
+
import { determineMapBounds, getDistanceBetweenPoints, getPointTowardsOtherPoint } from "./map/map.js";
|
|
6
|
+
import { Circle, Quadtree } from "@timohausmann/quadtree-ts";
|
|
7
|
+
import { ScoutingManager } from "./common/scout.js";
|
|
8
|
+
|
|
9
|
+
export type UnitPositionQuery = { x: number; y: number; unitId: number };
|
|
10
|
+
|
|
11
|
+
/**
|
|
12
|
+
* The bot's understanding of the current state of the game.
|
|
13
|
+
*/
|
|
14
|
+
export interface MatchAwareness {
|
|
15
|
+
/**
|
|
16
|
+
* Returns the threat cache for the AI.
|
|
17
|
+
*/
|
|
18
|
+
getThreatCache(): GlobalThreat | null;
|
|
19
|
+
|
|
20
|
+
/**
|
|
21
|
+
* Returns the sector visibility cache.
|
|
22
|
+
*/
|
|
23
|
+
getSectorCache(): SectorCache;
|
|
24
|
+
|
|
25
|
+
/**
|
|
26
|
+
* Returns the enemy unit IDs in a certain radius of a point.
|
|
27
|
+
* Warning: this may return non-combatant hostiles, such as neutral units.
|
|
28
|
+
*/
|
|
29
|
+
getHostilesNearPoint2d(point: Vector2, radius: number): UnitPositionQuery[];
|
|
30
|
+
|
|
31
|
+
/**
|
|
32
|
+
* Returns the enemy unit IDs in a certain radius of a point.
|
|
33
|
+
* Warning: this may return non-combatant hostiles, such as neutral units.
|
|
34
|
+
*/
|
|
35
|
+
getHostilesNearPoint(x: number, y: number, radius: number): UnitPositionQuery[];
|
|
36
|
+
|
|
37
|
+
/**
|
|
38
|
+
* Returns the main rally point for the AI, which updates every few ticks.
|
|
39
|
+
*/
|
|
40
|
+
getMainRallyPoint(): Vector2;
|
|
41
|
+
|
|
42
|
+
onGameStart(gameApi: GameApi, playerData: PlayerData): void;
|
|
43
|
+
|
|
44
|
+
/**
|
|
45
|
+
* Update the internal state of the Ai.
|
|
46
|
+
* @param gameApi
|
|
47
|
+
* @param playerData
|
|
48
|
+
*/
|
|
49
|
+
onAiUpdate(gameApi: GameApi, playerData: PlayerData): void;
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* True if the AI should initiate an attack.
|
|
53
|
+
*/
|
|
54
|
+
shouldAttack(): boolean;
|
|
55
|
+
|
|
56
|
+
getScoutingManager(): ScoutingManager;
|
|
57
|
+
|
|
58
|
+
getGlobalDebugText(): string | undefined;
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
const SECTORS_TO_UPDATE_PER_CYCLE = 8;
|
|
62
|
+
|
|
63
|
+
const RALLY_POINT_UPDATE_INTERVAL_TICKS = 90;
|
|
64
|
+
|
|
65
|
+
const THREAT_UPDATE_INTERVAL_TICKS = 30;
|
|
66
|
+
|
|
67
|
+
type QTUnit = Circle<number>;
|
|
68
|
+
|
|
69
|
+
const rebuildQuadtree = (quadtree: Quadtree<QTUnit>, units: GameObjectData[]) => {
|
|
70
|
+
quadtree.clear();
|
|
71
|
+
units.forEach((unit) => {
|
|
72
|
+
quadtree.insert(new Circle<number>({ x: unit.tile.rx, y: unit.tile.ry, r: 1, data: unit.id }));
|
|
73
|
+
});
|
|
74
|
+
};
|
|
75
|
+
|
|
76
|
+
export class MatchAwarenessImpl implements MatchAwareness {
|
|
77
|
+
private _shouldAttack: boolean = false;
|
|
78
|
+
|
|
79
|
+
private hostileQuadTree: Quadtree<QTUnit>;
|
|
80
|
+
private scoutingManager: ScoutingManager;
|
|
81
|
+
|
|
82
|
+
constructor(
|
|
83
|
+
private threatCache: GlobalThreat | null,
|
|
84
|
+
private sectorCache: SectorCache,
|
|
85
|
+
private mainRallyPoint: Vector2,
|
|
86
|
+
private logger: (message: string, sayInGame?: boolean) => void,
|
|
87
|
+
) {
|
|
88
|
+
const { width, height } = sectorCache.getMapBounds();
|
|
89
|
+
this.hostileQuadTree = new Quadtree({ width, height });
|
|
90
|
+
this.scoutingManager = new ScoutingManager(logger);
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
getHostilesNearPoint2d(point: Vector2, radius: number): UnitPositionQuery[] {
|
|
94
|
+
return this.getHostilesNearPoint(point.x, point.y, radius);
|
|
95
|
+
}
|
|
96
|
+
|
|
97
|
+
getHostilesNearPoint(searchX: number, searchY: number, radius: number): UnitPositionQuery[] {
|
|
98
|
+
const intersections = this.hostileQuadTree.retrieve(new Circle({ x: searchX, y: searchY, r: radius }));
|
|
99
|
+
return intersections
|
|
100
|
+
.map(({ x, y, data: unitId }) => ({ x, y, unitId: unitId! }))
|
|
101
|
+
.filter(({ x, y }) => new Vector2(x, y).distanceTo(new Vector2(searchX, searchY)) <= radius)
|
|
102
|
+
.filter(({ unitId }) => !!unitId);
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
getThreatCache(): GlobalThreat | null {
|
|
106
|
+
return this.threatCache;
|
|
107
|
+
}
|
|
108
|
+
getSectorCache(): SectorCache {
|
|
109
|
+
return this.sectorCache;
|
|
110
|
+
}
|
|
111
|
+
getMainRallyPoint(): Vector2 {
|
|
112
|
+
return this.mainRallyPoint;
|
|
113
|
+
}
|
|
114
|
+
getScoutingManager(): ScoutingManager {
|
|
115
|
+
return this.scoutingManager;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
shouldAttack(): boolean {
|
|
119
|
+
return this._shouldAttack;
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
private checkShouldAttack(threatCache: GlobalThreat, threatFactor: number) {
|
|
123
|
+
let scaledGroundPower = threatCache.totalAvailableAntiGroundFirepower * 1.1;
|
|
124
|
+
let scaledGroundThreat =
|
|
125
|
+
(threatFactor * threatCache.totalOffensiveLandThreat + threatCache.totalDefensiveThreat) * 1.1;
|
|
126
|
+
|
|
127
|
+
let scaledAirPower = threatCache.totalAvailableAirPower * 1.1;
|
|
128
|
+
let scaledAirThreat =
|
|
129
|
+
(threatFactor * threatCache.totalOffensiveAntiAirThreat + threatCache.totalDefensiveThreat) * 1.1;
|
|
130
|
+
|
|
131
|
+
return scaledGroundPower > scaledGroundThreat || scaledAirPower > scaledAirThreat;
|
|
132
|
+
}
|
|
133
|
+
|
|
134
|
+
private isHostileUnit(unit: UnitData | undefined, hostilePlayerNames: string[]): boolean {
|
|
135
|
+
if (!unit) {
|
|
136
|
+
return false;
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
return hostilePlayerNames.includes(unit.owner);
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
public onGameStart(gameApi: GameApi, playerData: PlayerData) {
|
|
143
|
+
this.scoutingManager.onGameStart(gameApi, playerData, this.sectorCache);
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
onAiUpdate(game: GameApi, playerData: PlayerData): void {
|
|
147
|
+
const sectorCache = this.sectorCache;
|
|
148
|
+
|
|
149
|
+
sectorCache.updateSectors(game.getCurrentTick(), SECTORS_TO_UPDATE_PER_CYCLE, game.mapApi, playerData);
|
|
150
|
+
|
|
151
|
+
this.scoutingManager.onAiUpdate(game, playerData, sectorCache);
|
|
152
|
+
|
|
153
|
+
let updateRatio = sectorCache?.getSectorUpdateRatio(game.getCurrentTick() - game.getTickRate() * 60);
|
|
154
|
+
if (updateRatio && updateRatio < 1.0) {
|
|
155
|
+
this.logger(`${updateRatio * 100.0}% of sectors updated in last 60 seconds.`);
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
const hostilePlayerNames = game
|
|
159
|
+
.getPlayers()
|
|
160
|
+
.map((name) => game.getPlayerData(name))
|
|
161
|
+
.filter(
|
|
162
|
+
(other) =>
|
|
163
|
+
other.name !== playerData.name &&
|
|
164
|
+
other.isCombatant &&
|
|
165
|
+
!game.areAlliedPlayers(playerData.name, other.name),
|
|
166
|
+
)
|
|
167
|
+
.map((other) => other.name);
|
|
168
|
+
|
|
169
|
+
// Build the quadtree, if this is too slow we should consider doing this periodically.
|
|
170
|
+
const hostileUnitIds = game.getVisibleUnits(playerData.name, "enemy");
|
|
171
|
+
try {
|
|
172
|
+
const hostileUnits = hostileUnitIds
|
|
173
|
+
.map((id) => game.getGameObjectData(id))
|
|
174
|
+
.filter(
|
|
175
|
+
(gameObjectData: GameObjectData | undefined): gameObjectData is GameObjectData =>
|
|
176
|
+
gameObjectData !== undefined,
|
|
177
|
+
);
|
|
178
|
+
|
|
179
|
+
rebuildQuadtree(this.hostileQuadTree, hostileUnits);
|
|
180
|
+
} catch (err) {
|
|
181
|
+
// Hack. Will be fixed soon.
|
|
182
|
+
console.error(`caught error`, hostileUnitIds);
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
if (game.getCurrentTick() % THREAT_UPDATE_INTERVAL_TICKS == 0) {
|
|
186
|
+
let visibility = sectorCache?.getOverallVisibility();
|
|
187
|
+
if (visibility) {
|
|
188
|
+
this.logger(`${Math.round(visibility * 1000.0) / 10}% of tiles visible. Calculating threat.`);
|
|
189
|
+
// Update the global threat cache
|
|
190
|
+
this.threatCache = calculateGlobalThreat(game, playerData, visibility);
|
|
191
|
+
|
|
192
|
+
// As the game approaches 2 hours, be more willing to attack. (15 ticks per second)
|
|
193
|
+
const gameLengthFactor = Math.max(0, 1.0 - game.getCurrentTick() / (15 * 7200.0));
|
|
194
|
+
this.logger(`Game length multiplier: ${gameLengthFactor}`);
|
|
195
|
+
|
|
196
|
+
if (!this._shouldAttack) {
|
|
197
|
+
// If not attacking, make it harder to switch to attack mode by multiplying the opponent's threat.
|
|
198
|
+
this._shouldAttack = this.checkShouldAttack(this.threatCache, 1.25 * gameLengthFactor);
|
|
199
|
+
if (this._shouldAttack) {
|
|
200
|
+
this.logger(`Globally switched to attack mode.`);
|
|
201
|
+
}
|
|
202
|
+
} else {
|
|
203
|
+
// If currently attacking, make it harder to switch to defence mode my dampening the opponent's threat.
|
|
204
|
+
this._shouldAttack = this.checkShouldAttack(this.threatCache, 0.75 * gameLengthFactor);
|
|
205
|
+
if (!this._shouldAttack) {
|
|
206
|
+
this.logger(`Globally switched to defence mode.`);
|
|
207
|
+
}
|
|
208
|
+
}
|
|
209
|
+
}
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
// Update rally point every few ticks.
|
|
213
|
+
if (game.getCurrentTick() % RALLY_POINT_UPDATE_INTERVAL_TICKS === 0) {
|
|
214
|
+
const enemyPlayers = game
|
|
215
|
+
.getPlayers()
|
|
216
|
+
.filter((p) => p !== playerData.name && !game.areAlliedPlayers(playerData.name, p));
|
|
217
|
+
const enemy = game.getPlayerData(enemyPlayers[0]);
|
|
218
|
+
this.mainRallyPoint = getPointTowardsOtherPoint(
|
|
219
|
+
game,
|
|
220
|
+
playerData.startLocation,
|
|
221
|
+
enemy.startLocation,
|
|
222
|
+
10,
|
|
223
|
+
10,
|
|
224
|
+
0,
|
|
225
|
+
);
|
|
226
|
+
}
|
|
227
|
+
}
|
|
228
|
+
|
|
229
|
+
public getGlobalDebugText(): string | undefined {
|
|
230
|
+
if (!this.threatCache) {
|
|
231
|
+
return undefined;
|
|
232
|
+
}
|
|
233
|
+
return (
|
|
234
|
+
`Threat LAND: Them ${Math.round(this.threatCache.totalOffensiveLandThreat)}, us: ${Math.round(
|
|
235
|
+
this.threatCache.totalAvailableAntiGroundFirepower,
|
|
236
|
+
)}.\n` +
|
|
237
|
+
`Threat DEFENSIVE: Them ${Math.round(this.threatCache.totalDefensiveThreat)}, us: ${Math.round(
|
|
238
|
+
this.threatCache.totalDefensivePower,
|
|
239
|
+
)}.\n` +
|
|
240
|
+
`Threat AIR: Them ${Math.round(this.threatCache.totalOffensiveAirThreat)}, us: ${Math.round(
|
|
241
|
+
this.threatCache.totalAvailableAntiAirFirepower,
|
|
242
|
+
)}.`
|
|
243
|
+
);
|
|
244
|
+
}
|
|
245
|
+
}
|
|
@@ -1,64 +1,64 @@
|
|
|
1
|
-
import { GameApi, PlayerData, TechnoRules, Vector2 } from "@chronodivide/game-api";
|
|
2
|
-
import { getPointTowardsOtherPoint } from "../map/map.js";
|
|
3
|
-
import { GlobalThreat } from "../threat/threat.js";
|
|
4
|
-
import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./buildingRules.js";
|
|
5
|
-
|
|
6
|
-
export class AntiAirStaticDefence implements AiBuildingRules {
|
|
7
|
-
constructor(
|
|
8
|
-
private basePriority: number,
|
|
9
|
-
private baseAmount: number,
|
|
10
|
-
private airStrength: number,
|
|
11
|
-
) {}
|
|
12
|
-
|
|
13
|
-
getPlacementLocation(
|
|
14
|
-
game: GameApi,
|
|
15
|
-
playerData: PlayerData,
|
|
16
|
-
technoRules: TechnoRules,
|
|
17
|
-
): { rx: number; ry: number } | undefined {
|
|
18
|
-
// Prefer front towards enemy.
|
|
19
|
-
let startLocation = playerData.startLocation;
|
|
20
|
-
let players = game.getPlayers();
|
|
21
|
-
let enemyFacingLocationCandidates: Vector2[] = [];
|
|
22
|
-
for (let i = 0; i < players.length; ++i) {
|
|
23
|
-
let playerName = players[i];
|
|
24
|
-
if (playerName == playerData.name) {
|
|
25
|
-
continue;
|
|
26
|
-
}
|
|
27
|
-
let enemyPlayer = game.getPlayerData(playerName);
|
|
28
|
-
enemyFacingLocationCandidates.push(
|
|
29
|
-
getPointTowardsOtherPoint(game, startLocation, enemyPlayer.startLocation, 4, 16, 1.5),
|
|
30
|
-
);
|
|
31
|
-
}
|
|
32
|
-
let selectedLocation =
|
|
33
|
-
enemyFacingLocationCandidates[Math.floor(game.generateRandom() * enemyFacingLocationCandidates.length)];
|
|
34
|
-
return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules, false, 0);
|
|
35
|
-
}
|
|
36
|
-
|
|
37
|
-
getPriority(
|
|
38
|
-
game: GameApi,
|
|
39
|
-
playerData: PlayerData,
|
|
40
|
-
technoRules: TechnoRules,
|
|
41
|
-
threatCache: GlobalThreat | null,
|
|
42
|
-
): number {
|
|
43
|
-
if (threatCache) {
|
|
44
|
-
let denominator = threatCache.totalAvailableAntiAirFirepower + this.airStrength;
|
|
45
|
-
if (threatCache.totalOffensiveAirThreat > denominator * 1.1) {
|
|
46
|
-
return this.basePriority * (threatCache.totalOffensiveAirThreat / Math.max(1, denominator));
|
|
47
|
-
} else {
|
|
48
|
-
return 0;
|
|
49
|
-
}
|
|
50
|
-
}
|
|
51
|
-
const strengthPerCost = (this.airStrength / technoRules.cost) * 1000;
|
|
52
|
-
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
53
|
-
return this.basePriority * (1.0 - numOwned / this.baseAmount) * strengthPerCost;
|
|
54
|
-
}
|
|
55
|
-
|
|
56
|
-
getMaxCount(
|
|
57
|
-
game: GameApi,
|
|
58
|
-
playerData: PlayerData,
|
|
59
|
-
technoRules: TechnoRules,
|
|
60
|
-
threatCache: GlobalThreat | null,
|
|
61
|
-
): number | null {
|
|
62
|
-
return null;
|
|
63
|
-
}
|
|
64
|
-
}
|
|
1
|
+
import { GameApi, PlayerData, TechnoRules, Vector2 } from "@chronodivide/game-api";
|
|
2
|
+
import { getPointTowardsOtherPoint } from "../map/map.js";
|
|
3
|
+
import { GlobalThreat } from "../threat/threat.js";
|
|
4
|
+
import { AiBuildingRules, getDefaultPlacementLocation, numBuildingsOwnedOfType } from "./buildingRules.js";
|
|
5
|
+
|
|
6
|
+
export class AntiAirStaticDefence implements AiBuildingRules {
|
|
7
|
+
constructor(
|
|
8
|
+
private basePriority: number,
|
|
9
|
+
private baseAmount: number,
|
|
10
|
+
private airStrength: number,
|
|
11
|
+
) {}
|
|
12
|
+
|
|
13
|
+
getPlacementLocation(
|
|
14
|
+
game: GameApi,
|
|
15
|
+
playerData: PlayerData,
|
|
16
|
+
technoRules: TechnoRules,
|
|
17
|
+
): { rx: number; ry: number } | undefined {
|
|
18
|
+
// Prefer front towards enemy.
|
|
19
|
+
let startLocation = playerData.startLocation;
|
|
20
|
+
let players = game.getPlayers();
|
|
21
|
+
let enemyFacingLocationCandidates: Vector2[] = [];
|
|
22
|
+
for (let i = 0; i < players.length; ++i) {
|
|
23
|
+
let playerName = players[i];
|
|
24
|
+
if (playerName == playerData.name) {
|
|
25
|
+
continue;
|
|
26
|
+
}
|
|
27
|
+
let enemyPlayer = game.getPlayerData(playerName);
|
|
28
|
+
enemyFacingLocationCandidates.push(
|
|
29
|
+
getPointTowardsOtherPoint(game, startLocation, enemyPlayer.startLocation, 4, 16, 1.5),
|
|
30
|
+
);
|
|
31
|
+
}
|
|
32
|
+
let selectedLocation =
|
|
33
|
+
enemyFacingLocationCandidates[Math.floor(game.generateRandom() * enemyFacingLocationCandidates.length)];
|
|
34
|
+
return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules, false, 0);
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
getPriority(
|
|
38
|
+
game: GameApi,
|
|
39
|
+
playerData: PlayerData,
|
|
40
|
+
technoRules: TechnoRules,
|
|
41
|
+
threatCache: GlobalThreat | null,
|
|
42
|
+
): number {
|
|
43
|
+
if (threatCache) {
|
|
44
|
+
let denominator = threatCache.totalAvailableAntiAirFirepower + this.airStrength;
|
|
45
|
+
if (threatCache.totalOffensiveAirThreat > denominator * 1.1) {
|
|
46
|
+
return this.basePriority * (threatCache.totalOffensiveAirThreat / Math.max(1, denominator));
|
|
47
|
+
} else {
|
|
48
|
+
return 0;
|
|
49
|
+
}
|
|
50
|
+
}
|
|
51
|
+
const strengthPerCost = (this.airStrength / technoRules.cost) * 1000;
|
|
52
|
+
const numOwned = numBuildingsOwnedOfType(game, playerData, technoRules);
|
|
53
|
+
return this.basePriority * (1.0 - numOwned / this.baseAmount) * strengthPerCost;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
getMaxCount(
|
|
57
|
+
game: GameApi,
|
|
58
|
+
playerData: PlayerData,
|
|
59
|
+
technoRules: TechnoRules,
|
|
60
|
+
threatCache: GlobalThreat | null,
|
|
61
|
+
): number | null {
|
|
62
|
+
return null;
|
|
63
|
+
}
|
|
64
|
+
}
|