Files
starruler-linux/scripts/server/empire_ai/weasel/ftl/Gate.as
T
2018-07-17 14:15:37 +02:00

445 lines
11 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;
from statuses import getStatusID;
from abilities import getAbilityID;
const double GATE_MIN_DISTANCE_STAGE = 10000;
const double GATE_MIN_DISTANCE_DEVELOP = 20000;
const double GATE_MIN_DISTANCE_BORDER = 30000;
const double GATE_MIN_TIMER = 3.0 * 60.0;
const int GATE_BUILD_MOVE_HOPS = 5;
int packAbility = -1;
int unpackAbility = -1;
int packedStatus = -1;
int unpackedStatus = -1;
void init() {
packAbility = getAbilityID("GatePack");
unpackAbility = getAbilityID("GateUnpack");
packedStatus = getAbilityID("GatePacked");
unpackedStatus = getAbilityID("GateUnpacked");
}
class GateRegion : Savable {
Region@ region;
Object@ gate;
bool installed = false;
vec3d destination;
void save(SaveFile& file) {
file << region;
file << gate;
file << installed;
file << destination;
}
void load(SaveFile& file) {
file >> region;
file >> gate;
file >> installed;
file >> destination;
}
};
class Gate : FTL {
Military@ military;
Designs@ designs;
Construction@ construction;
Development@ development;
Systems@ systems;
Budget@ budget;
DesignTarget@ gateDesign;
array<GateRegion@> tracked;
array<Object@> unassigned;
BuildStation@ buildGate;
double nextBuildTry = 15.0 * 60.0;
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);
}
void save(SaveFile& file) override {
designs.saveDesign(file, gateDesign);
construction.saveConstruction(file, buildGate);
file << nextBuildTry;
uint cnt = tracked.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << tracked[i];
cnt = unassigned.length;
file << cnt;
for(uint i = 0; i < cnt; ++i)
file << unassigned[i];
}
void load(SaveFile& file) override {
@gateDesign = designs.loadDesign(file);
@buildGate = cast<BuildStation>(construction.loadConstruction(file));
file >> nextBuildTry;
uint cnt = 0;
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
GateRegion gt;
file >> gt;
tracked.insertLast(gt);
}
file >> cnt;
for(uint i = 0; i < cnt; ++i) {
Object@ obj;
file >> obj;
if(obj !is null)
unassigned.insertLast(obj);
}
}
GateRegion@ 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(GateRegion@ gt) {
if(gt.gate !is null && gt.gate.valid && gt.gate.owner is ai.empire)
unassigned.insertLast(gt.gate);
tracked.remove(gt);
}
Object@ getClosestGate(const vec3d& position) {
Object@ closest;
double minDist = INFINITY;
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Object@ gate = tracked[i].gate;
if(gate is null)
continue;
if(!tracked[i].installed)
continue;
double d = gate.position.distanceTo(position);
if(d < minDist) {
minDist = d;
@closest = gate;
}
}
return closest;
}
GateRegion@ getClosestGateRegion(const vec3d& position) {
GateRegion@ 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(GateRegion@ gt, Object@ closest) {
unassigned.remove(closest);
@gt.gate = closest;
gt.installed = false;
if(closest.region is gt.region) {
if(closest.hasStatusEffect(unpackedStatus)) {
gt.installed = true;
}
}
if(!gt.installed) {
gt.destination = military.getStationPosition(gt.region);
closest.activateAbilityTypeFor(ai.empire, packAbility);
closest.addMoveOrder(gt.destination);
}
}
bool trackingGate(Object@ obj) {
for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
if(unassigned[i] is obj)
return true;
}
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
if(tracked[i].gate is obj)
return true;
}
return false;
}
bool shouldHaveGate(Region@ reg, bool always = false) {
if(military.getBase(reg) !is null)
return true;
if(development.isDevelopingIn(reg))
return true;
if(!always) {
auto@ sys = systems.getAI(reg);
if(sys !is null) {
if(sys.border && sys.bordersEmpires)
return true;
}
}
return false;
}
void turn() override {
if(gateDesign !is null && gateDesign.active !is null) {
int newSize = round(double(budget.spendable(BT_Military)) * 0.5 * ai.behavior.shipSizePerMoney / 64.0) * 64;
if(newSize < 128)
newSize = 128;
if(newSize != gateDesign.targetSize) {
@gateDesign = designs.design(DP_Gate, newSize);
gateDesign.customName = "Gate";
}
}
}
void focusTick(double time) override {
//Design a gate
if(gateDesign is null) {
@gateDesign = designs.design(DP_Gate, 128);
gateDesign.customName = "Gate";
}
//Manage unassigned gates list
for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
Object@ obj = unassigned[i];
if(obj is null || !obj.valid || obj.owner !is ai.empire) {
unassigned.removeAt(i);
--i; --cnt;
}
}
//Detect new gates
auto@ data = ai.empire.getStargates();
Object@ obj;
while(receive(data, obj)) {
if(obj is null)
continue;
if(!trackingGate(obj))
unassigned.insertLast(obj);
}
//Update existing gates for staging bases
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ gt = tracked[i];
bool checkAlways = false;
if(gt.gate !is null) {
if(!gt.gate.valid || gt.gate.owner !is ai.empire || (gt.installed && gt.gate.region !is gt.region)) {
@gt.gate = null;
gt.installed = false;
checkAlways = true;
}
else if(!gt.installed && !gt.gate.hasOrders) {
if(gt.destination.distanceTo(gt.gate.position) < 10.0) {
gt.gate.activateAbilityTypeFor(ai.empire, unpackAbility, gt.destination);
gt.installed = true;
}
else {
gt.gate.activateAbilityTypeFor(ai.empire, packAbility);
gt.gate.addMoveOrder(gt.destination);
}
}
}
if(!shouldHaveGate(gt.region, checkAlways)) {
remove(tracked[i]);
--i; --cnt;
}
}
//Detect new staging bases to build gates at
for(uint i = 0, cnt = military.stagingBases.length; i < cnt; ++i) {
auto@ base = military.stagingBases[i];
if(base.occupiedTime < GATE_MIN_TIMER)
continue;
if(get(base.region) is null) {
GateRegion@ closest = getClosestGateRegion(base.region.position);
if(closest !is null && closest.region.position.distanceTo(base.region.position) < GATE_MIN_DISTANCE_STAGE)
continue;
GateRegion gt;
@gt.region = base.region;
tracked.insertLast(gt);
break;
}
}
//Detect new important planets to build gates 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) {
GateRegion@ closest = getClosestGateRegion(reg.position);
if(closest !is null && closest.region.position.distanceTo(reg.position) < GATE_MIN_DISTANCE_DEVELOP)
continue;
GateRegion gt;
@gt.region = reg;
tracked.insertLast(gt);
break;
}
}
//Detect new border systems to build gates at
uint offset = randomi(0, systems.border.length-1);
for(uint i = 0, cnt = systems.border.length; i < cnt; ++i) {
auto@ sys = systems.border[(i+offset)%cnt];
Region@ reg = sys.obj;
if(reg is null)
continue;
if(!sys.bordersEmpires)
continue;
if(get(reg) is null) {
GateRegion@ closest = getClosestGateRegion(reg.position);
if(closest !is null && closest.region.position.distanceTo(reg.position) < GATE_MIN_DISTANCE_DEVELOP)
continue;
GateRegion gt;
@gt.region = reg;
tracked.insertLast(gt);
break;
}
}
//Destroy gates if we're having ftl trouble
if(ai.empire.FTLShortage) {
Ship@ leastImportant;
double leastWeight = INFINITY;
for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
Ship@ ship = cast<Ship>(unassigned[i]);
if(ship is null || !ship.valid)
continue;
double weight = ship.blueprint.design.size;
weight *= 10.0;
if(weight < leastWeight) {
@leastImportant = ship;
leastWeight = weight;
}
}
if(leastImportant !is null) {
if(log)
ai.print("Scuttle unassigned gate for ftl", leastImportant.region);
leastImportant.scuttle();
}
else {
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
Ship@ ship = cast<Ship>(tracked[i].gate);
if(ship is null || !ship.valid)
continue;
double weight = ship.blueprint.design.size;
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 = ship;
leastWeight = weight;
}
}
if(leastImportant !is null) {
if(log)
ai.print("Scuttle unimportant gate for ftl", leastImportant.region);
leastImportant.scuttle();
}
}
}
//See if we should build a new gate
if(buildGate !is null) {
if(buildGate.completed) {
@buildGate = null;
nextBuildTry = gameTime + 60.0;
}
}
for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
auto@ gt = tracked[i];
if(gt.gate is null && gt.region.ContestedMask & ai.mask == 0 && gt.region.BlockFTLMask & ai.mask == 0) {
Object@ closest;
double closestDist = INFINITY;
for(uint n = 0, ncnt = unassigned.length; n < ncnt; ++n) {
Object@ obj = unassigned[n];
if(obj.region is gt.region) {
@closest = obj;
break;
}
if(!obj.hasMover)
continue;
if(buildGate is null && gameTime > nextBuildTry) {
double d = obj.position.distanceTo(gt.region.position);
if(d < closestDist) {
closestDist = d;
@closest = obj;
}
}
}
if(closest !is null) {
if(log)
ai.print("Assign gate to => "+gt.region.name, closest.region);
assignTo(gt, closest);
} else if(buildGate is null && gameTime > nextBuildTry && !ai.empire.isFTLShortage(0.15)) {
if(log)
ai.print("Build gate for this system", gt.region);
bool buildLocal = true;
auto@ factory = construction.primaryFactory;
if(factory !is null) {
Region@ factRegion = factory.obj.region;
if(factRegion !is null && systems.hopDistance(gt.region, factRegion) < GATE_BUILD_MOVE_HOPS)
buildLocal = false;
}
if(buildLocal)
@buildGate = construction.buildLocalStation(gateDesign);
else
@buildGate = construction.buildStation(gateDesign, military.getStationPosition(gt.region));
}
}
}
}
};
AIComponent@ createGate() {
return Gate();
}