@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.
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
@@ -1,86 +0,0 @@
1
- import { OrderType } from "@chronodivide/game-api";
2
- import { disband, noop, requestUnits } from "../squadBehaviour.js";
3
- import _ from "lodash";
4
- import { getDistanceBetweenPoints } from "../../map/map.js";
5
- const SCOUT_MOVE_COOLDOWN_TICKS = 30;
6
- // Max units to spend on a particular scout target.
7
- const MAX_ATTEMPTS_PER_TARGET = 5;
8
- // Maximum ticks to spend trying to scout a target *without making progress towards it*.
9
- // Every time a unit gets closer to the target, the timer refreshes.
10
- const MAX_TICKS_PER_TARGET = 600;
11
- export class ScoutingSquad {
12
- constructor() {
13
- this.scoutTarget = null;
14
- this.attemptsOnCurrentTarget = 0;
15
- this.scoutTargetRefreshedAt = 0;
16
- this.lastMoveCommandTick = 0;
17
- this.hadUnit = false;
18
- }
19
- onAiUpdate(gameApi, actionsApi, playerData, squad, matchAwareness, logger) {
20
- const scoutNames = ["ADOG", "DOG", "E1", "E2", "FV", "HTK"];
21
- const scouts = squad.getUnitsOfTypes(gameApi, ...scoutNames);
22
- if ((matchAwareness.getSectorCache().getOverallVisibility() || 0) > 0.9) {
23
- return disband();
24
- }
25
- if (scouts.length === 0) {
26
- // Count the number of times the scout dies trying to uncover the current scoutTarget.
27
- if (this.scoutTarget && this.hadUnit) {
28
- this.attemptsOnCurrentTarget++;
29
- this.hadUnit = false;
30
- }
31
- return requestUnits(scoutNames, 100);
32
- }
33
- else if (this.scoutTarget) {
34
- this.hadUnit = true;
35
- if (this.attemptsOnCurrentTarget > MAX_ATTEMPTS_PER_TARGET) {
36
- logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too many attempts, moving to next`);
37
- this.setScoutTarget(null, 0);
38
- return noop();
39
- }
40
- if (gameApi.getCurrentTick() > this.scoutTargetRefreshedAt + MAX_TICKS_PER_TARGET) {
41
- logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} took too long, moving to next`);
42
- this.setScoutTarget(null, 0);
43
- return noop();
44
- }
45
- const targetTile = gameApi.mapApi.getTile(this.scoutTarget.x, this.scoutTarget.y);
46
- if (!targetTile) {
47
- throw new Error(`target tile ${this.scoutTarget.x},${this.scoutTarget.y} does not exist`);
48
- }
49
- if (gameApi.getCurrentTick() > this.lastMoveCommandTick + SCOUT_MOVE_COOLDOWN_TICKS) {
50
- this.lastMoveCommandTick = gameApi.getCurrentTick();
51
- scouts.forEach((unit) => {
52
- if (this.scoutTarget) {
53
- actionsApi.orderUnits([unit.id], OrderType.AttackMove, this.scoutTarget.x, this.scoutTarget.y);
54
- }
55
- });
56
- // Check that a scout is actually moving closer to the target.
57
- const newMinDistance = _.min(scouts.map((unit) => getDistanceBetweenPoints({ x: unit.tile.rx, y: unit.tile.ry }, this.scoutTarget)));
58
- if (!this.scoutMinDistance || newMinDistance < this.scoutMinDistance) {
59
- logger(`Scout timeout refreshed because unit moved closer to point (${newMinDistance} < ${this.scoutMinDistance})`);
60
- this.scoutTargetRefreshedAt = gameApi.getCurrentTick();
61
- this.scoutMinDistance = newMinDistance;
62
- }
63
- }
64
- if (gameApi.mapApi.isVisibleTile(targetTile, playerData.name)) {
65
- logger(`Scout target ${this.scoutTarget.x},${this.scoutTarget.y} successfully scouted, moving to next`);
66
- this.setScoutTarget(null, gameApi.getCurrentTick());
67
- }
68
- }
69
- else {
70
- const candidatePoint = matchAwareness.getScoutingManager().getNewScoutTarget()?.asPoint2D();
71
- if (!candidatePoint) {
72
- logger(`No more scouting targets available, disbanding.`);
73
- return disband();
74
- }
75
- this.setScoutTarget(candidatePoint, gameApi.getCurrentTick());
76
- }
77
- return noop();
78
- }
79
- setScoutTarget(point, currentTick) {
80
- this.attemptsOnCurrentTarget = 0;
81
- this.scoutTargetRefreshedAt = currentTick;
82
- this.scoutTarget = point;
83
- this.scoutMinDistance = undefined;
84
- }
85
- }
86
- //# sourceMappingURL=scoutingSquad.js.map
@@ -1 +0,0 @@
1
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@@ -1,126 +0,0 @@
1
- import { disband } from "./squadBehaviour.js";
2
- import { getDistanceBetweenPoints } from "../map/map.js";
3
- import _ from "lodash";
4
- export var SquadLiveness;
5
- (function (SquadLiveness) {
6
- SquadLiveness[SquadLiveness["SquadDead"] = 0] = "SquadDead";
7
- SquadLiveness[SquadLiveness["SquadActive"] = 1] = "SquadActive";
8
- })(SquadLiveness || (SquadLiveness = {}));
9
- const calculateCenterOfMass = (unitTiles) => {
10
- if (unitTiles.length === 0) {
11
- return null;
12
- }
13
- // TODO: use median here
14
- const sums = unitTiles.reduce(({ x, y }, tile) => {
15
- return {
16
- x: x + (tile?.rx || 0),
17
- y: y + (tile?.ry || 0),
18
- };
19
- }, { x: 0, y: 0 });
20
- const centerOfMass = {
21
- x: Math.round(sums.x / unitTiles.length),
22
- y: Math.round(sums.y / unitTiles.length),
23
- };
24
- // max distance of units to the center of mass
25
- const distances = unitTiles.map((tile) => getDistanceBetweenPoints({ x: tile.rx, y: tile.ry }, centerOfMass));
26
- const maxDistance = _.max(distances);
27
- return { centerOfMass, maxDistance };
28
- };
29
- export class Squad {
30
- constructor(name, behaviour, mission, killable = false) {
31
- this.name = name;
32
- this.behaviour = behaviour;
33
- this.mission = mission;
34
- this.killable = killable;
35
- this.unitIds = [];
36
- this.liveness = SquadLiveness.SquadActive;
37
- this.lastLivenessUpdateTick = 0;
38
- this.centerOfMass = null;
39
- this.maxDistanceToCenterOfMass = null;
40
- }
41
- getName() {
42
- return this.name;
43
- }
44
- getCenterOfMass() {
45
- return this.centerOfMass;
46
- }
47
- getMaxDistanceToCenterOfMass() {
48
- return this.maxDistanceToCenterOfMass;
49
- }
50
- onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, logger) {
51
- this.updateLiveness(gameApi);
52
- const movableUnitTiles = this.unitIds
53
- .map((unitId) => gameApi.getUnitData(unitId))
54
- .filter((unit) => unit?.canMove)
55
- .map((unit) => unit?.tile)
56
- .filter((tile) => !!tile);
57
- const tileMetrics = calculateCenterOfMass(movableUnitTiles);
58
- if (tileMetrics) {
59
- this.centerOfMass = tileMetrics.centerOfMass;
60
- this.maxDistanceToCenterOfMass = tileMetrics.maxDistance;
61
- }
62
- else {
63
- this.centerOfMass = null;
64
- this.maxDistanceToCenterOfMass = null;
65
- }
66
- if (this.mission && this.mission.isActive() == false) {
67
- // Orphaned squad, might get picked up later.
68
- this.mission.removeSquad();
69
- this.mission = null;
70
- return disband();
71
- }
72
- else if (!this.mission) {
73
- return disband();
74
- }
75
- return this.behaviour.onAiUpdate(gameApi, actionsApi, playerData, this, matchAwareness, logger);
76
- }
77
- getMission() {
78
- return this.mission;
79
- }
80
- setMission(mission) {
81
- if (this.mission != undefined && this.mission != mission) {
82
- this.mission.removeSquad();
83
- }
84
- this.mission = mission;
85
- }
86
- getUnitIds() {
87
- return this.unitIds;
88
- }
89
- getUnits(gameApi) {
90
- return this.unitIds
91
- .map((unitId) => gameApi.getUnitData(unitId))
92
- .filter((unit) => unit != null)
93
- .map((unit) => unit);
94
- }
95
- getUnitsOfTypes(gameApi, ...names) {
96
- return this.unitIds
97
- .map((unitId) => gameApi.getUnitData(unitId))
98
- .filter((unit) => !!unit && names.includes(unit.name))
99
- .map((unit) => unit);
100
- }
101
- getUnitsMatching(gameApi, filter) {
102
- return this.unitIds
103
- .map((unitId) => gameApi.getUnitData(unitId))
104
- .filter((unit) => !!unit && filter(unit))
105
- .map((unit) => unit);
106
- }
107
- removeUnit(unitIdToRemove) {
108
- this.unitIds = this.unitIds.filter((unitId) => unitId != unitIdToRemove);
109
- }
110
- addUnit(unitIdToAdd) {
111
- this.unitIds.push(unitIdToAdd);
112
- }
113
- updateLiveness(gameApi) {
114
- this.unitIds = this.unitIds.filter((unitId) => gameApi.getUnitData(unitId));
115
- this.lastLivenessUpdateTick = gameApi.getCurrentTick();
116
- if (this.killable && this.unitIds.length == 0) {
117
- if (this.liveness == SquadLiveness.SquadActive) {
118
- this.liveness = SquadLiveness.SquadDead;
119
- }
120
- }
121
- }
122
- getLiveness() {
123
- return this.liveness;
124
- }
125
- }
126
- //# sourceMappingURL=squad.js.map
@@ -1 +0,0 @@
1
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@@ -1,6 +0,0 @@
1
- export const noop = () => ({ type: "noop" });
2
- export const disband = () => ({ type: "disband" });
3
- export const requestUnits = (unitNames, priority) => ({ type: "request", unitNames, priority });
4
- export const requestSpecificUnits = (unitIds, priority) => ({ type: "requestSpecific", unitIds, priority });
5
- export const grabCombatants = (point, radius) => ({ type: "requestCombatants", point, radius });
6
- //# sourceMappingURL=squadBehaviour.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"squadBehaviour.js","sourceRoot":"","sources":["../../../../src/bot/logic/squad/squadBehaviour.ts"],"names":[],"mappings":"AAgCA,MAAM,CAAC,MAAM,IAAI,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,MAAM,EAAsB,CAAA,CAAC;AAEhE,MAAM,CAAC,MAAM,OAAO,GAAG,GAAG,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,SAAS,EAAyB,CAAA,CAAC;AAEzE,MAAM,CAAC,MAAM,YAAY,GAAG,CAAC,SAAmB,EAAE,QAAgB,EAAE,EAAE,CAClE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,SAAS,EAAE,QAAQ,EAA8B,CAAA,CAAC;AAE1E,MAAM,CAAC,MAAM,oBAAoB,GAAG,CAAC,OAAiB,EAAE,QAAgB,EAAE,EAAE,CACxE,CAAC,EAAE,IAAI,EAAE,iBAAiB,EAAE,OAAO,EAAE,QAAQ,EAAsC,CAAA,CAAC;AAExF,MAAM,CAAC,MAAM,cAAc,GAAG,CAAC,KAAc,EAAE,MAAc,EAAE,EAAE,CAC7D,CAAC,EAAE,IAAI,EAAE,mBAAmB,EAAE,KAAK,EAAE,MAAM,EAAoC,CAAA,CAAC"}
@@ -1,7 +0,0 @@
1
- export {};
2
- /*
3
- export const ALL_SQUAD_BEHAVIOURS: SquadBehaviour[] = [
4
- //new SquadScouters(),
5
- new SquadExpansion(),
6
- ];*/
7
- //# sourceMappingURL=squadBehaviours.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"squadBehaviours.js","sourceRoot":"","sources":["../../../../src/bot/logic/squad/squadBehaviours.ts"],"names":[],"mappings":";AAGA;;;;IAII"}
@@ -1,199 +0,0 @@
1
- // Meta-controller for forming and controlling squads.
2
- import { SquadLiveness } from "./squad.js";
3
- import { getDistanceBetween } from "../map/map.js";
4
- import _ from "lodash";
5
- export class SquadController {
6
- constructor(logger) {
7
- this.logger = logger;
8
- this.squads = [];
9
- this.unitIdToSquad = new Map();
10
- }
11
- onAiUpdate(gameApi, actionsApi, playerData, matchAwareness) {
12
- // Remove dead squads or those where the mission is dead.
13
- this.squads = this.squads.filter((squad) => squad.getLiveness() !== SquadLiveness.SquadDead);
14
- this.squads.sort((a, b) => a.getName().localeCompare(b.getName()));
15
- // Check for units in multiple squads, this shouldn't happen.
16
- this.unitIdToSquad = new Map();
17
- this.squads.forEach((squad) => {
18
- squad.getUnitIds().forEach((unitId) => {
19
- if (this.unitIdToSquad.has(unitId)) {
20
- this.logger(`WARNING: unit ${unitId} is in multiple squads, please debug.`);
21
- }
22
- else {
23
- this.unitIdToSquad.set(unitId, squad);
24
- }
25
- });
26
- });
27
- const squadActions = this.squads.map((squad) => {
28
- return {
29
- squad,
30
- action: squad.onAiUpdate(gameApi, actionsApi, playerData, matchAwareness, this.logger),
31
- };
32
- });
33
- // Handle disbands and merges.
34
- const isDisband = (a) => a.type === "disband";
35
- const isMerge = (a) => a.type === "mergeInto";
36
- let disbandedSquads = new Set();
37
- squadActions
38
- .filter((a) => isDisband(a.action))
39
- .forEach((a) => {
40
- this.logger(`Squad ${a.squad.getName()} disbanding as requested.`);
41
- a.squad.getMission()?.removeSquad();
42
- a.squad.getUnitIds().forEach((unitId) => {
43
- this.unitIdToSquad.delete(unitId);
44
- });
45
- disbandedSquads.add(a.squad.getName());
46
- });
47
- squadActions
48
- .filter((a) => isMerge(a.action))
49
- .forEach((a) => {
50
- let mergeInto = a.action;
51
- if (disbandedSquads.has(mergeInto.mergeInto.getName())) {
52
- this.logger(`Squad ${a.squad.getName()} tried to merge into disbanded squad ${mergeInto.mergeInto.getName()}, cancelling.`);
53
- return;
54
- }
55
- a.squad.getUnitIds().forEach((unitId) => mergeInto.mergeInto.addUnit(unitId));
56
- disbandedSquads.add(a.squad.getName());
57
- });
58
- // remove disbanded and merged squads.
59
- this.squads = this.squads.filter((squad) => !disbandedSquads.has(squad.getName()));
60
- // Request specific units by ID
61
- const isRequestSpecific = (a) => a.type === "requestSpecific";
62
- const unitIdToHighestRequest = squadActions
63
- .filter((a) => isRequestSpecific(a.action))
64
- .reduce((prev, a) => {
65
- const squadWithAction = a;
66
- const { unitIds } = squadWithAction.action;
67
- unitIds.forEach((unitId) => {
68
- if (prev.hasOwnProperty(unitId)) {
69
- if (prev[unitId].action.priority > prev[unitId].action.priority) {
70
- prev[unitId] = squadWithAction;
71
- }
72
- }
73
- else {
74
- prev[unitId] = squadWithAction;
75
- }
76
- });
77
- return prev;
78
- }, {});
79
- // Map of Squad ID to Unit Type to Count.
80
- const newSquadAssignments = Object.entries(unitIdToHighestRequest)
81
- .flatMap(([id, request]) => {
82
- const unitId = Number.parseInt(id);
83
- const unit = gameApi.getUnitData(unitId);
84
- const { squad: requestingSquad } = request;
85
- const missionName = requestingSquad.getMission()?.getUniqueName();
86
- if (!unit) {
87
- this.logger(`mission ${missionName} requested non-existent unit ${unitId}`);
88
- return [];
89
- }
90
- if (!this.unitIdToSquad.has(unitId)) {
91
- this.addUnitToSquad(requestingSquad, unit);
92
- return [{ unitName: unit?.name, squad: requestingSquad.getName() }];
93
- }
94
- return [];
95
- })
96
- .reduce((acc, curr) => {
97
- if (!acc[curr.squad]) {
98
- acc[curr.squad] = {};
99
- }
100
- if (!acc[curr.squad][curr.unitName]) {
101
- acc[curr.squad][curr.unitName] = 0;
102
- }
103
- acc[curr.squad][curr.unitName] = acc[curr.squad][curr.unitName] + 1;
104
- return acc;
105
- }, {});
106
- Object.entries(newSquadAssignments).forEach(([squad, assignments]) => {
107
- this.logger(`Squad ${squad} received: ${Object.entries(assignments)
108
- .map(([unitType, count]) => unitType + " x " + count)
109
- .join(", ")}`);
110
- });
111
- // Request units by type
112
- const isRequest = (a) => a.type === "request";
113
- const unitTypeToHighestRequest = squadActions
114
- .filter((a) => isRequest(a.action))
115
- .reduce((prev, a) => {
116
- const squadWithAction = a;
117
- const { unitNames } = squadWithAction.action;
118
- unitNames.forEach((unitName) => {
119
- if (prev.hasOwnProperty(unitName)) {
120
- if (prev[unitName].action.priority > prev[unitName].action.priority) {
121
- prev[unitName] = squadWithAction;
122
- }
123
- }
124
- else {
125
- prev[unitName] = squadWithAction;
126
- }
127
- });
128
- return prev;
129
- }, {});
130
- // Request combat-capable units in an area
131
- const isGrab = (a) => a.type === "requestCombatants";
132
- const grabRequests = squadActions.filter((a) => isGrab(a.action));
133
- // Find loose units
134
- const unitIds = gameApi.getVisibleUnits(playerData.name, "self");
135
- const freeUnits = unitIds
136
- .map((unitId) => gameApi.getUnitData(unitId))
137
- .filter((unit) => !!unit && !this.unitIdToSquad.has(unit.id || 0))
138
- .map((unit) => unit);
139
- // [squadName][unitName]['type' | 'grab']
140
- const newAssignmentsByType = freeUnits
141
- .flatMap((freeUnit) => {
142
- if (unitTypeToHighestRequest.hasOwnProperty(freeUnit.name)) {
143
- const { squad: requestingSquad } = unitTypeToHighestRequest[freeUnit.name];
144
- this.logger(`granting unit ${freeUnit.id}#${freeUnit.name} to squad ${requestingSquad.getName()}`);
145
- this.addUnitToSquad(requestingSquad, freeUnit);
146
- delete unitTypeToHighestRequest[freeUnit.name];
147
- return [
148
- { unitName: freeUnit.name, squad: requestingSquad.getName(), method: "type" },
149
- ];
150
- }
151
- else if (grabRequests.length > 0) {
152
- const grantedSquad = grabRequests.find((request) => {
153
- return (freeUnit.rules.isSelectableCombatant &&
154
- getDistanceBetween(freeUnit, request.action.point) <= request.action.radius);
155
- });
156
- if (grantedSquad) {
157
- this.addUnitToSquad(grantedSquad.squad, freeUnit);
158
- return [
159
- { unitName: freeUnit.name, squad: grantedSquad.squad.getName(), method: "grab" },
160
- ];
161
- }
162
- }
163
- return [];
164
- })
165
- .reduce((acc, curr) => {
166
- if (!acc[curr.squad]) {
167
- acc[curr.squad] = {};
168
- }
169
- if (!acc[curr.squad][curr.unitName]) {
170
- acc[curr.squad][curr.unitName] = { grab: 0, type: 0 };
171
- }
172
- acc[curr.squad][curr.unitName][curr.method] = acc[curr.squad][curr.unitName][curr.method] + 1;
173
- return acc;
174
- }, {});
175
- Object.entries(newAssignmentsByType).forEach(([squad, assignments]) => {
176
- this.logger(`Squad ${squad} received: ${Object.entries(assignments)
177
- .flatMap(([unitType, methodToCount]) => Object.entries(methodToCount)
178
- .filter(([, count]) => count > 0)
179
- .map(([method, count]) => unitType + " x " + count + " (by " + method + ")"))
180
- .join(", ")}`);
181
- });
182
- }
183
- addUnitToSquad(squad, unit) {
184
- squad.addUnit(unit.id);
185
- this.unitIdToSquad.set(unit.id, squad);
186
- }
187
- registerSquad(squad) {
188
- this.squads.push(squad);
189
- }
190
- debugSquads(gameApi) {
191
- const unitsInSquad = (unitIds) => _.countBy(unitIds, (unitId) => gameApi.getUnitData(unitId)?.name);
192
- this.squads.forEach((squad) => {
193
- this.logger(`Squad ${squad.getName()}: ${Object.entries(unitsInSquad(squad.getUnitIds()))
194
- .map(([unitName, count]) => `${unitName} x ${count}`)
195
- .join(", ")}`);
196
- });
197
- }
198
- }
199
- //# sourceMappingURL=squadController.js.map
@@ -1 +0,0 @@
1
- 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