@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
@@ -1,184 +1,184 @@
1
- import { QueueStatus, QueueType, } from "@chronodivide/game-api";
2
- import { BUILDING_NAME_TO_RULES, DEFAULT_BUILDING_PRIORITY, getDefaultPlacementLocation, } from "./buildingRules.js";
3
- export const QUEUES = [
4
- QueueType.Structures,
5
- QueueType.Armory,
6
- QueueType.Infantry,
7
- QueueType.Vehicles,
8
- QueueType.Aircrafts,
9
- QueueType.Ships,
10
- ];
11
- export const queueTypeToName = (queue) => {
12
- switch (queue) {
13
- case QueueType.Structures:
14
- return "Structures";
15
- case QueueType.Armory:
16
- return "Armory";
17
- case QueueType.Infantry:
18
- return "Infantry";
19
- case QueueType.Vehicles:
20
- return "Vehicles";
21
- case QueueType.Aircrafts:
22
- return "Aircrafts";
23
- case QueueType.Ships:
24
- return "Ships";
25
- default:
26
- return "Unknown";
27
- }
28
- };
29
- export class QueueController {
30
- constructor() {
31
- this.queueStates = [];
32
- }
33
- onAiUpdate(game, productionApi, actionsApi, playerData, threatCache, unitTypeRequests, logger) {
34
- this.queueStates = QUEUES.map((queueType) => {
35
- const options = productionApi.getAvailableObjects(queueType);
36
- const items = this.getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger);
37
- const topItem = items.length > 0 ? items[items.length - 1] : undefined;
38
- return {
39
- queue: queueType,
40
- items,
41
- // only if the top item has a priority above zero
42
- topItem: topItem && topItem.priority > 0 ? topItem : undefined,
43
- };
44
- });
45
- const totalWeightAcrossQueues = this.queueStates
46
- .map((decision) => decision.topItem?.priority)
47
- .reduce((pV, cV) => pV + cV, 0);
48
- const totalCostAcrossQueues = this.queueStates
49
- .map((decision) => decision.topItem?.unit.cost)
50
- .reduce((pV, cV) => pV + cV, 0);
51
- this.queueStates.forEach((decision) => {
52
- this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.topItem, totalWeightAcrossQueues, totalCostAcrossQueues, logger);
53
- });
54
- // Repair is simple - just repair everything that's damaged.
55
- if (playerData.credits > 0) {
56
- game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
57
- const unit = game.getUnitData(unitId);
58
- if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
59
- return;
60
- }
61
- if (unit.hitPoints < unit.maxHitPoints) {
62
- actionsApi.toggleRepairWrench(unitId);
63
- }
64
- });
65
- }
66
- }
67
- updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, queueType, decision, totalWeightAcrossQueues, totalCostAcrossQueues, logger) {
68
- const myCredits = playerData.credits;
69
- const queueData = productionApi.getQueueData(queueType);
70
- if (queueData.status == QueueStatus.Idle) {
71
- // Start building the decided item.
72
- if (decision !== undefined) {
73
- logger(`Decision (${queueTypeToName(queueType)}): ${decision.unit.name}`);
74
- actionsApi.queueForProduction(queueType, decision.unit.name, decision.unit.type, 1);
75
- }
76
- }
77
- else if (queueData.status == QueueStatus.Ready && queueData.items.length > 0) {
78
- // Consider placing it.
79
- const objectReady = queueData.items[0].rules;
80
- if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
81
- let location = this.getBestLocationForStructure(game, playerData, objectReady);
82
- if (location !== undefined) {
83
- logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${location.ry}`);
84
- actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
85
- }
86
- else {
87
- logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
88
- }
89
- }
90
- }
91
- else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
92
- // Consider cancelling if something else is significantly higher priority than what is currently being produced.
93
- const currentProduction = queueData.items[0].rules;
94
- if (decision.unit != currentProduction) {
95
- // Changing our mind.
96
- let currentItemPriority = this.getPriorityForBuildingOption(currentProduction, game, playerData, threatCache);
97
- let newItemPriority = decision.priority;
98
- if (newItemPriority > currentItemPriority * 2) {
99
- logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${decision.unit.name} has 2x higher priority.`);
100
- actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
101
- }
102
- }
103
- else {
104
- // Not changing our mind, but maybe other queues are more important for now.
105
- if (totalCostAcrossQueues > myCredits && decision.priority < totalWeightAcrossQueues * 0.25) {
106
- logger(`Pausing queue ${queueTypeToName(queueData.type)} because weight is low (${decision.priority}/${totalWeightAcrossQueues})`);
107
- actionsApi.pauseProduction(queueData.type);
108
- }
109
- }
110
- }
111
- else if (queueData.status == QueueStatus.OnHold) {
112
- // Consider resuming queue if priority is high relative to other queues.
113
- if (myCredits >= totalCostAcrossQueues) {
114
- logger(`Resuming queue ${queueTypeToName(queueData.type)} because credits are high`);
115
- actionsApi.resumeProduction(queueData.type);
116
- }
117
- else if (decision && decision.priority >= totalWeightAcrossQueues * 0.25) {
118
- logger(`Resuming queue ${queueTypeToName(queueData.type)} because weight is high (${decision.priority}/${totalWeightAcrossQueues})`);
119
- actionsApi.resumeProduction(queueData.type);
120
- }
121
- }
122
- }
123
- getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger) {
124
- let priorityQueue = [];
125
- options.forEach((option) => {
126
- const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
127
- // Get the higher of the dynamic and the mission priority for the unit.
128
- const actualPriority = Math.max(calculatedPriority, unitTypeRequests.get(option.name) ?? calculatedPriority);
129
- if (actualPriority > 0) {
130
- priorityQueue.push({ unit: option, priority: actualPriority });
131
- }
132
- });
133
- priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
134
- return priorityQueue;
135
- }
136
- getPriorityForBuildingOption(option, game, playerStatus, threatCache) {
137
- if (BUILDING_NAME_TO_RULES.has(option.name)) {
138
- let logic = BUILDING_NAME_TO_RULES.get(option.name);
139
- return logic.getPriority(game, playerStatus, option, threatCache);
140
- }
141
- else {
142
- // Fallback priority when there are no rules.
143
- return (DEFAULT_BUILDING_PRIORITY - game.getVisibleUnits(playerStatus.name, "self", (r) => r == option).length);
144
- }
145
- }
146
- getBestLocationForStructure(game, playerData, objectReady) {
147
- if (BUILDING_NAME_TO_RULES.has(objectReady.name)) {
148
- let logic = BUILDING_NAME_TO_RULES.get(objectReady.name);
149
- return logic.getPlacementLocation(game, playerData, objectReady);
150
- }
151
- else {
152
- // fallback placement logic
153
- return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
154
- }
155
- }
156
- getGlobalDebugText(gameApi, productionApi) {
157
- const productionState = QUEUES.reduce((prev, queueType) => {
158
- if (productionApi.getQueueData(queueType).size === 0) {
159
- return prev;
160
- }
161
- const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
162
- return (prev +
163
- " [" +
164
- queueTypeToName(queueType) +
165
- (paused ? " PAUSED" : "") +
166
- ": " +
167
- productionApi
168
- .getQueueData(queueType)
169
- .items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
170
- "]");
171
- }, "");
172
- const queueStates = this.queueStates
173
- .filter((queueState) => queueState.items.length > 0)
174
- .map((queueState) => {
175
- const queueString = queueState.items
176
- .map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
177
- .join(", ");
178
- return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
179
- })
180
- .join("");
181
- return `Production: ${productionState}\n${queueStates}`;
182
- }
183
- }
1
+ import { QueueStatus, QueueType, } from "@chronodivide/game-api";
2
+ import { BUILDING_NAME_TO_RULES, DEFAULT_BUILDING_PRIORITY, getDefaultPlacementLocation, } from "./buildingRules.js";
3
+ export const QUEUES = [
4
+ QueueType.Structures,
5
+ QueueType.Armory,
6
+ QueueType.Infantry,
7
+ QueueType.Vehicles,
8
+ QueueType.Aircrafts,
9
+ QueueType.Ships,
10
+ ];
11
+ export const queueTypeToName = (queue) => {
12
+ switch (queue) {
13
+ case QueueType.Structures:
14
+ return "Structures";
15
+ case QueueType.Armory:
16
+ return "Armory";
17
+ case QueueType.Infantry:
18
+ return "Infantry";
19
+ case QueueType.Vehicles:
20
+ return "Vehicles";
21
+ case QueueType.Aircrafts:
22
+ return "Aircrafts";
23
+ case QueueType.Ships:
24
+ return "Ships";
25
+ default:
26
+ return "Unknown";
27
+ }
28
+ };
29
+ export class QueueController {
30
+ constructor() {
31
+ this.queueStates = [];
32
+ }
33
+ onAiUpdate(game, productionApi, actionsApi, playerData, threatCache, unitTypeRequests, logger) {
34
+ this.queueStates = QUEUES.map((queueType) => {
35
+ const options = productionApi.getAvailableObjects(queueType);
36
+ const items = this.getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger);
37
+ const topItem = items.length > 0 ? items[items.length - 1] : undefined;
38
+ return {
39
+ queue: queueType,
40
+ items,
41
+ // only if the top item has a priority above zero
42
+ topItem: topItem && topItem.priority > 0 ? topItem : undefined,
43
+ };
44
+ });
45
+ const totalWeightAcrossQueues = this.queueStates
46
+ .map((decision) => decision.topItem?.priority)
47
+ .reduce((pV, cV) => pV + cV, 0);
48
+ const totalCostAcrossQueues = this.queueStates
49
+ .map((decision) => decision.topItem?.unit.cost)
50
+ .reduce((pV, cV) => pV + cV, 0);
51
+ this.queueStates.forEach((decision) => {
52
+ this.updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, decision.queue, decision.topItem, totalWeightAcrossQueues, totalCostAcrossQueues, logger);
53
+ });
54
+ // Repair is simple - just repair everything that's damaged.
55
+ if (playerData.credits > 0) {
56
+ game.getVisibleUnits(playerData.name, "self", (r) => r.repairable).forEach((unitId) => {
57
+ const unit = game.getUnitData(unitId);
58
+ if (!unit || !unit.hitPoints || !unit.maxHitPoints || unit.hasWrenchRepair) {
59
+ return;
60
+ }
61
+ if (unit.hitPoints < unit.maxHitPoints) {
62
+ actionsApi.toggleRepairWrench(unitId);
63
+ }
64
+ });
65
+ }
66
+ }
67
+ updateBuildQueue(game, productionApi, actionsApi, playerData, threatCache, queueType, decision, totalWeightAcrossQueues, totalCostAcrossQueues, logger) {
68
+ const myCredits = playerData.credits;
69
+ const queueData = productionApi.getQueueData(queueType);
70
+ if (queueData.status == QueueStatus.Idle) {
71
+ // Start building the decided item.
72
+ if (decision !== undefined) {
73
+ logger(`Decision (${queueTypeToName(queueType)}): ${decision.unit.name}`);
74
+ actionsApi.queueForProduction(queueType, decision.unit.name, decision.unit.type, 1);
75
+ }
76
+ }
77
+ else if (queueData.status == QueueStatus.Ready && queueData.items.length > 0) {
78
+ // Consider placing it.
79
+ const objectReady = queueData.items[0].rules;
80
+ if (queueType == QueueType.Structures || queueType == QueueType.Armory) {
81
+ let location = this.getBestLocationForStructure(game, playerData, objectReady);
82
+ if (location !== undefined) {
83
+ logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name}, placing at ${location.rx},${location.ry}`);
84
+ actionsApi.placeBuilding(objectReady.name, location.rx, location.ry);
85
+ }
86
+ else {
87
+ logger(`Completed: ${queueTypeToName(queueType)}: ${objectReady.name} but nowhere to place it`);
88
+ }
89
+ }
90
+ }
91
+ else if (queueData.status == QueueStatus.Active && queueData.items.length > 0 && decision != null) {
92
+ // Consider cancelling if something else is significantly higher priority than what is currently being produced.
93
+ const currentProduction = queueData.items[0].rules;
94
+ if (decision.unit != currentProduction) {
95
+ // Changing our mind.
96
+ let currentItemPriority = this.getPriorityForBuildingOption(currentProduction, game, playerData, threatCache);
97
+ let newItemPriority = decision.priority;
98
+ if (newItemPriority > currentItemPriority * 2) {
99
+ logger(`Dequeueing queue ${queueTypeToName(queueData.type)} unit ${currentProduction.name} because ${decision.unit.name} has 2x higher priority.`);
100
+ actionsApi.unqueueFromProduction(queueData.type, currentProduction.name, currentProduction.type, 1);
101
+ }
102
+ }
103
+ else {
104
+ // Not changing our mind, but maybe other queues are more important for now.
105
+ if (totalCostAcrossQueues > myCredits && decision.priority < totalWeightAcrossQueues * 0.25) {
106
+ logger(`Pausing queue ${queueTypeToName(queueData.type)} because weight is low (${decision.priority}/${totalWeightAcrossQueues})`);
107
+ actionsApi.pauseProduction(queueData.type);
108
+ }
109
+ }
110
+ }
111
+ else if (queueData.status == QueueStatus.OnHold) {
112
+ // Consider resuming queue if priority is high relative to other queues.
113
+ if (myCredits >= totalCostAcrossQueues) {
114
+ logger(`Resuming queue ${queueTypeToName(queueData.type)} because credits are high`);
115
+ actionsApi.resumeProduction(queueData.type);
116
+ }
117
+ else if (decision && decision.priority >= totalWeightAcrossQueues * 0.25) {
118
+ logger(`Resuming queue ${queueTypeToName(queueData.type)} because weight is high (${decision.priority}/${totalWeightAcrossQueues})`);
119
+ actionsApi.resumeProduction(queueData.type);
120
+ }
121
+ }
122
+ }
123
+ getPrioritiesForBuildingOptions(game, options, threatCache, playerData, unitTypeRequests, logger) {
124
+ let priorityQueue = [];
125
+ options.forEach((option) => {
126
+ const calculatedPriority = this.getPriorityForBuildingOption(option, game, playerData, threatCache);
127
+ // Get the higher of the dynamic and the mission priority for the unit.
128
+ const actualPriority = Math.max(calculatedPriority, unitTypeRequests.get(option.name) ?? calculatedPriority);
129
+ if (actualPriority > 0) {
130
+ priorityQueue.push({ unit: option, priority: actualPriority });
131
+ }
132
+ });
133
+ priorityQueue = priorityQueue.sort((a, b) => a.priority - b.priority);
134
+ return priorityQueue;
135
+ }
136
+ getPriorityForBuildingOption(option, game, playerStatus, threatCache) {
137
+ if (BUILDING_NAME_TO_RULES.has(option.name)) {
138
+ let logic = BUILDING_NAME_TO_RULES.get(option.name);
139
+ return logic.getPriority(game, playerStatus, option, threatCache);
140
+ }
141
+ else {
142
+ // Fallback priority when there are no rules.
143
+ return (DEFAULT_BUILDING_PRIORITY - game.getVisibleUnits(playerStatus.name, "self", (r) => r == option).length);
144
+ }
145
+ }
146
+ getBestLocationForStructure(game, playerData, objectReady) {
147
+ if (BUILDING_NAME_TO_RULES.has(objectReady.name)) {
148
+ let logic = BUILDING_NAME_TO_RULES.get(objectReady.name);
149
+ return logic.getPlacementLocation(game, playerData, objectReady);
150
+ }
151
+ else {
152
+ // fallback placement logic
153
+ return getDefaultPlacementLocation(game, playerData, playerData.startLocation, objectReady);
154
+ }
155
+ }
156
+ getGlobalDebugText(gameApi, productionApi) {
157
+ const productionState = QUEUES.reduce((prev, queueType) => {
158
+ if (productionApi.getQueueData(queueType).size === 0) {
159
+ return prev;
160
+ }
161
+ const paused = productionApi.getQueueData(queueType).status === QueueStatus.OnHold;
162
+ return (prev +
163
+ " [" +
164
+ queueTypeToName(queueType) +
165
+ (paused ? " PAUSED" : "") +
166
+ ": " +
167
+ productionApi
168
+ .getQueueData(queueType)
169
+ .items.map((item) => item.rules.name + (item.quantity > 1 ? "x" + item.quantity : "")) +
170
+ "]");
171
+ }, "");
172
+ const queueStates = this.queueStates
173
+ .filter((queueState) => queueState.items.length > 0)
174
+ .map((queueState) => {
175
+ const queueString = queueState.items
176
+ .map((item) => item.unit.name + "(" + Math.round(item.priority * 10) / 10 + ")")
177
+ .join(", ");
178
+ return `${queueTypeToName(queueState.queue)} Prios: ${queueString}\n`;
179
+ })
180
+ .join("");
181
+ return `Production: ${productionState}\n${queueStates}`;
182
+ }
183
+ }
184
184
  //# sourceMappingURL=queueController.js.map
@@ -1,37 +1,37 @@
1
- import { GameMath } from "@chronodivide/game-api";
2
- import { BasicBuilding } from "./basicBuilding.js";
3
- import { getDefaultPlacementLocation } from "./buildingRules.js";
4
- import { Vector2 } from "three";
5
- export class ResourceCollectionBuilding extends BasicBuilding {
6
- constructor(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount) {
7
- super(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount);
8
- }
9
- getPlacementLocation(game, playerData, technoRules) {
10
- // Prefer spawning close to ore.
11
- let selectedLocation = playerData.startLocation;
12
- var closeOre;
13
- var closeOreDist;
14
- let allTileResourceData = game.mapApi.getAllTilesResourceData();
15
- for (let i = 0; i < allTileResourceData.length; ++i) {
16
- let tileResourceData = allTileResourceData[i];
17
- if (tileResourceData.spawnsOre) {
18
- let dist = GameMath.sqrt((selectedLocation.x - tileResourceData.tile.rx) ** 2 +
19
- (selectedLocation.y - tileResourceData.tile.ry) ** 2);
20
- if (closeOreDist == undefined || dist < closeOreDist) {
21
- closeOreDist = dist;
22
- closeOre = tileResourceData.tile;
23
- }
24
- }
25
- }
26
- if (closeOre) {
27
- selectedLocation = new Vector2(closeOre.rx, closeOre.ry);
28
- }
29
- return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules);
30
- }
31
- // Don't build/start selling these if we don't have any harvesters
32
- getMaxCount(game, playerData, technoRules, threatCache) {
33
- const harvesters = game.getVisibleUnits(playerData.name, "self", (r) => r.harvester).length;
34
- return Math.max(1, harvesters * 2);
35
- }
36
- }
1
+ import { GameMath } from "@chronodivide/game-api";
2
+ import { BasicBuilding } from "./basicBuilding.js";
3
+ import { getDefaultPlacementLocation } from "./buildingRules.js";
4
+ import { Vector2 } from "three";
5
+ export class ResourceCollectionBuilding extends BasicBuilding {
6
+ constructor(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount) {
7
+ super(basePriority, maxNeeded, onlyBuildWhenFloatingCreditsAmount);
8
+ }
9
+ getPlacementLocation(game, playerData, technoRules) {
10
+ // Prefer spawning close to ore.
11
+ let selectedLocation = playerData.startLocation;
12
+ var closeOre;
13
+ var closeOreDist;
14
+ let allTileResourceData = game.mapApi.getAllTilesResourceData();
15
+ for (let i = 0; i < allTileResourceData.length; ++i) {
16
+ let tileResourceData = allTileResourceData[i];
17
+ if (tileResourceData.spawnsOre) {
18
+ let dist = GameMath.sqrt((selectedLocation.x - tileResourceData.tile.rx) ** 2 +
19
+ (selectedLocation.y - tileResourceData.tile.ry) ** 2);
20
+ if (closeOreDist == undefined || dist < closeOreDist) {
21
+ closeOreDist = dist;
22
+ closeOre = tileResourceData.tile;
23
+ }
24
+ }
25
+ }
26
+ if (closeOre) {
27
+ selectedLocation = new Vector2(closeOre.rx, closeOre.ry);
28
+ }
29
+ return getDefaultPlacementLocation(game, playerData, selectedLocation, technoRules);
30
+ }
31
+ // Don't build/start selling these if we don't have any harvesters
32
+ getMaxCount(game, playerData, technoRules, threatCache) {
33
+ const harvesters = game.getVisibleUnits(playerData.name, "self", (r) => r.harvester).length;
34
+ return Math.max(1, harvesters * 2);
35
+ }
36
+ }
37
37
  //# sourceMappingURL=resourceCollectionBuilding.js.map