Files
2018-07-17 14:15:37 +02:00

401 lines
9.8 KiB
ActionScript

import empire_ai.weasel.WeaselAI;
import empire_ai.weasel.Movement;
import empire_ai.weasel.Military;
import empire_ai.weasel.Construction;
import empire_ai.weasel.Designs;
import empire_ai.weasel.Development;
import empire_ai.weasel.Systems;
import empire_ai.weasel.Budget;
import empire_ai.weasel.Fleets;
import ftl;
from orbitals import getOrbitalModuleID;
const double FLING_MIN_DISTANCE_STAGE = 10000;
const double FLING_MIN_DISTANCE_DEVELOP = 20000;
const double FLING_MIN_TIMER = 3.0 * 60.0;
int flingModule = -1;
void init() {
flingModule = getOrbitalModuleID("FlingCore");
}
class FlingRegion : Savable {
Region@ region;
Object@ obj;
bool installed = false;
vec3d destination;
void save(SaveFile& file) {
file << region;
file << obj;
file << installed;
file << destination;
}
void load(SaveFile& file) {
file >> region;
file >> obj;
file >> installed;
file >> destination;
}
};
class Fling : FTL {
Military@ military;
Designs@ designs;
Construction@ construction;
Development@ development;
Systems@ systems;
Budget@ budget;
Fleets@ fleets;
array<FlingRegion@> tracked;
array<Object@> unused;
BuildOrbital@ buildFling;
double nextBuildTry = 15.0 * 60.0;
bool wantToBuild = false;
void create() override {
@military = cast<Military>(ai.military);
@designs = cast<Designs>(ai.designs);
@construction = cast<Construction>(ai.construction);
@development = cast<Development>(ai.development);
@systems = cast<Systems>(ai.systems);
@budget = cast<Budget>(ai.budget);
@fleets = cast<Fleets>(ai.fleets);
}
void save(SaveFile& file) override {
construction.saveConstruction(file, buildFling);
file << nextBuildTry;
file << wantToBuild;
uint cnt = tracked.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << tracked[i];
cnt = unused.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << unused[i];
}
void load(SaveFile& file) override {
@buildFling = cast<BuildOrbital>(construction.loadConstruction(file));
file >> nextBuildTry;
file >> wantToBuild;
uint cnt = 0;
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
FlingRegion fr;
file >> fr;
tracked.insertLast(fr);
}
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
Object@ obj;
file >> obj;
if(obj !is null)
unused.insertLast(obj);
}
}
uint order(MoveOrder& ord) override {
if(!canFling(ord.obj))
return F_Pass;
//Find the position to fling to
vec3d toPosition;
if(!targetPosition(ord, toPosition))
return F_Pass;
//Don't fling if we're saving our FTL for a new beacon
double avail = usableFTL(ai, ord);
if((buildFling !is null && !buildFling.started) || wantToBuild)
avail = min(avail, ai.empire.FTLStored - 250.0);
//Make sure we have the ftl to fling
if(flingCost(ord.obj, toPosition) > avail)
return F_Pass;
//Make sure we're in range of a beacon
Object@ beacon = getClosest(ord.obj.position);
if(beacon is null || beacon.position.distanceTo(ord.obj.position) > FLING_BEACON_RANGE)
return F_Pass;
ord.obj.addFlingOrder(beacon, toPosition);
return F_Continue;
}
FlingRegion@ get(Region@ reg) {
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
if(tracked[i].region is reg)
return tracked[i];
}
return null;
}
void remove(FlingRegion@ gt) {
if(gt.obj !is null && gt.obj.valid && gt.obj.owner is ai.empire)
unused.insertLast(gt.obj);
tracked.remove(gt);
}
Object@ getClosest(const vec3d& position) {
Object@ closest;
double minDist = INFINITY;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Object@ obj = tracked[i].obj;
if(obj is null)
continue;
double d = obj.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = obj;
}
}
for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
Object@ obj = unused[i];
if(obj is null)
continue;
double d = obj.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = obj;
}
}
return closest;
}
FlingRegion@ getClosestRegion(const vec3d& position) {
FlingRegion@ closest;
double minDist = INFINITY;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
double d = tracked[i].region.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = tracked[i];
}
}
return closest;
}
void assignTo(FlingRegion@ track, Object@ closest) {
unused.remove(closest);
@track.obj = closest;
}
bool trackingBeacon(Object@ obj) {
for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
if(unused[i] is obj)
return true;
}
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
if(tracked[i].obj is obj)
return true;
}
return false;
}
bool shouldHaveBeacon(Region@ reg, bool always = false) {
if(military.getBase(reg) !is null)
return true;
if(development.isDevelopingIn(reg))
return true;
return false;
}
void focusTick(double time) override {
//Manage unused beacons list
for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
Object@ obj = unused[i];
if(obj is null || !obj.valid || obj.owner !is ai.empire) {
unused.removeAt(i);
--i; --cnt;
}
}
//Detect new beacons
auto@ data = ai.empire.getFlingBeacons();
Object@ obj;
while(receive(data, obj)) {
if(obj is null)
continue;
if(!trackingBeacon(obj))
unused.insertLast(obj);
}
//Update existing beacons for staging bases
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ reg = tracked[i];
bool checkAlways = false;
if(reg.obj !is null) {
if(!reg.obj.valid || reg.obj.owner !is ai.empire || reg.obj.region !is reg.region) {
@reg.obj = null;
checkAlways = true;
}
}
if(!shouldHaveBeacon(reg.region, checkAlways)) {
remove(tracked[i]);
--i; --cnt;
}
}
//Detect new staging bases to build beacons at
for(uint i = 0, cnt = military.stagingBases.length; i < cnt; ++i) {
auto@ base = military.stagingBases[i];
if(base.occupiedTime < FLING_MIN_TIMER)
continue;
if(get(base.region) is null) {
FlingRegion@ closest = getClosestRegion(base.region.position);
if(closest !is null && closest.region.position.distanceTo(base.region.position) < FLING_MIN_DISTANCE_STAGE)
continue;
FlingRegion gt;
@gt.region = base.region;
tracked.insertLast(gt);
break;
}
}
//Detect new important planets to build beacons at
for(uint i = 0, cnt = development.focuses.length; i < cnt; ++i) {
auto@ focus = development.focuses[i];
Region@ reg = focus.obj.region;
if(reg is null)
continue;
if(get(reg) is null) {
FlingRegion@ closest = getClosestRegion(reg.position);
if(closest !is null && closest.region.position.distanceTo(reg.position) < FLING_MIN_DISTANCE_DEVELOP)
continue;
FlingRegion gt;
@gt.region = reg;
tracked.insertLast(gt);
break;
}
}
//Destroy beacons if we're having ftl trouble
if(ai.empire.FTLShortage) {
Orbital@ leastImportant;
double leastWeight = INFINITY;
for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
Orbital@ obj = cast<Orbital>(unused[i]);
if(obj is null || !obj.valid)
continue;
@leastImportant = obj;
leastWeight = 0.0;
break;
}
if(leastImportant !is null) {
if(log)
ai.print("Scuttle unused beacon for ftl", leastImportant.region);
leastImportant.scuttle();
}
else {
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Orbital@ obj = cast<Orbital>(tracked[i].obj);
if(obj is null || !obj.valid)
continue;
double weight = 1.0;
auto@ base = military.getBase(tracked[i].region);
if(base is null) {
weight *= 5.0;
}
else if(base.idleTime >= 1) {
weight *= 1.0 + (base.idleTime / 60.0);
}
else {
weight /= 2.0;
}
if(weight < leastWeight) {
@leastImportant = obj;
leastWeight = weight;
}
}
if(leastImportant !is null) {
if(log)
ai.print("Scuttle unimportant beacon for ftl", leastImportant.region);
leastImportant.scuttle();
}
}
}
//See if we should build a new gate
if(buildFling !is null) {
if(buildFling.completed) {
@buildFling = null;
nextBuildTry = gameTime + 60.0;
}
}
wantToBuild = false;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ gt = tracked[i];
if(gt.obj is null && gt.region.ContestedMask & ai.mask == 0 && gt.region.BlockFTLMask & ai.mask == 0) {
Object@ found;
for(uint n = 0, ncnt = unused.length; n < ncnt; ++n) {
Object@ obj = unused[n];
if(obj.region is gt.region) {
@found = obj;
break;
}
}
if(found !is null) {
if(log)
ai.print("Assign beacon to => "+gt.region.name, found.region);
assignTo(gt, found);
} else if(buildFling is null && gameTime > nextBuildTry && !ai.empire.isFTLShortage(0.15)) {
if(ai.empire.FTLStored >= 250) {
if(log)
ai.print("Build beacon for this system", gt.region);
@buildFling = construction.buildOrbital(getOrbitalModule(flingModule), military.getStationPosition(gt.region));
}
else {
wantToBuild = true;
}
}
}
}
//Scuttle anything unused if we don't need beacons in those regions
for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
if(get(unused[i].region) is null && unused[i].isOrbital) {
cast<Orbital>(unused[i]).scuttle();
unused.removeAt(i);
--i; --cnt;
}
}
//Try to get enough ftl storage that we can fling our largest fleet and have some remaining
double highestCost = 0.0;
for(uint i = 0, cnt = fleets.fleets.length; i < cnt; ++i) {
auto@ flAI = fleets.fleets[i];
if(flAI.fleetClass != FC_Combat)
continue;
highestCost = max(highestCost, double(flingCost(flAI.obj, vec3d())));
}
development.aimFTLStorage = highestCost / (1.0 - ai.behavior.ftlReservePctCritical - ai.behavior.ftlReservePctNormal);
}
};
AIComponent@ createFling() {
return Fling();
}