var PETRA = function(m)
{
/**
* Manage the research
*/
m.ResearchManager = function(Config)
{
this.Config = Config;
};
/**
* Check if we can go to the next phase
*/
m.ResearchManager.prototype.checkPhase = function(gameState, queues)
{
if (queues.majorTech.length() !== 0)
return;
var townPhase = gameState.townPhase();
var cityPhase = gameState.cityPhase();
if (gameState.canResearch(townPhase,true) && gameState.getPopulation() >= this.Config.Economy.popForTown - 10 &&
gameState.hasResearchers(townPhase, true))
{
let plan = new m.ResearchPlan(gameState, townPhase, true);
plan.onStart = function (gameState) { gameState.ai.HQ.econState = "growth"; gameState.ai.HQ.OnTownPhase(gameState); };
plan.isGo = function (gameState) {
let ret = gameState.getPopulation() >= gameState.ai.Config.Economy.popForTown;
if (ret && gameState.ai.HQ.econState !== "growth")
gameState.ai.HQ.econState = "growth";
else if (!ret && gameState.ai.HQ.econState !== "townPhasing")
gameState.ai.HQ.econState = "townPhasing";
return ret;
};
queues.majorTech.addPlan(plan);
}
else if (gameState.canResearch(cityPhase,true) && gameState.ai.elapsedTime > this.Config.Economy.cityPhase &&
gameState.getOwnEntitiesByRole("worker", true).length > this.Config.Economy.workForCity &&
gameState.hasResearchers(cityPhase, true) && !queues.civilCentre.hasQueuedUnits())
{
let plan = new m.ResearchPlan(gameState, cityPhase, true);
plan.onStart = function (gameState) { gameState.ai.HQ.OnCityPhase(gameState); };
queues.majorTech.addPlan(plan);
}
};
m.ResearchManager.prototype.researchPopulationBonus = function(gameState, queues)
{
if (queues.minorTech.length() !== 0)
return;
var techs = gameState.findAvailableTech();
for (var tech of techs)
{
if (!tech[1]._template.modifications)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "Cost/PopulationBonus")
continue;
queues.minorTech.addPlan(new m.ResearchPlan(gameState, tech[0]));
break;
}
};
m.ResearchManager.prototype.researchTradeBonus = function(gameState, queues)
{
if (queues.minorTech.length() !== 0)
return;
var techs = gameState.findAvailableTech();
for (var tech of techs)
{
if (!tech[1]._template.modifications || !tech[1]._template.affects)
continue;
if (tech[1]._template.affects.indexOf("Trader") === -1)
continue;
// TODO may-be loop on all modifs and check if the effect if positive ?
if (tech[1]._template.modifications[0].value !== "UnitMotion/WalkSpeed" &&
tech[1]._template.modifications[0].value !== "Trader/GainMultiplier")
continue;
queues.minorTech.addPlan(new m.ResearchPlan(gameState, tech[0]));
break;
}
};
// Techs to be searched for as soon as they are available
m.ResearchManager.prototype.researchWantedTechs = function(gameState, techs)
{
var available = (gameState.currentPhase() == 1 ? gameState.ai.queueManager.getAvailableResources(gameState) : null);
var numWorkers = (gameState.currentPhase() == 1 ? gameState.getOwnEntitiesByRole("worker", true).length : 0);
for (let tech of techs)
{
if (!tech[1]._template.modifications)
continue;
let template = tech[1]._template;
if (gameState.currentPhase() == 1)
{
let cost = template.cost;
let costMax = 0;
for (let res in cost)
costMax = Math.max(costMax, Math.max(cost[res]-available[res], 0));
if (10*numWorkers < costMax)
continue;
}
for (let i in template.modifications)
{
if (gameState.ai.HQ.navalMap && template.modifications[i].value === "ResourceGatherer/Rates/food.fish")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/food.fruit")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/food.grain")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/wood.tree")
return tech[0];
else if (template.modifications[i].value.startsWith("ResourceGatherer/Capacities"))
return tech[0];
else if (template.modifications[i].value === "Attack/Ranged/MaxRange")
return tech[0];
}
}
return false;
};
// Techs to be searched for as soon as they are available, but only after phase 2
m.ResearchManager.prototype.researchPreferredTechs = function(gameState, techs)
{
var available = (gameState.currentPhase() == 2 ? gameState.ai.queueManager.getAvailableResources(gameState) : null);
var numWorkers = (gameState.currentPhase() == 2 ? gameState.getOwnEntitiesByRole("worker", true).length : 0);
for (let tech of techs)
{
if (!tech[1]._template.modifications)
continue;
let template = tech[1]._template;
if (gameState.currentPhase() == 2)
{
let cost = template.cost;
let costMax = 0;
for (let res in cost)
costMax = Math.max(costMax, Math.max(cost[res]-available[res], 0));
if (10*numWorkers < costMax)
continue;
}
for (let i in template.modifications)
{
if (template.modifications[i].value === "ResourceGatherer/Rates/stone.rock")
return tech[0];
else if (template.modifications[i].value === "ResourceGatherer/Rates/metal.ore")
return tech[0];
else if (template.modifications[i].value === "BuildingAI/DefaultArrowCount")
return tech[0];
else if (template.modifications[i].value === "Health/RegenRate")
return tech[0];
else if (template.modifications[i].value === "Health/IdleRegenRate")
return tech[0];
}
}
return false;
};
m.ResearchManager.prototype.update = function(gameState, queues)
{
if (queues.minorTech.length() || queues.majorTech.length())
return;
var techs = gameState.findAvailableTech();
var techName = this.researchWantedTechs(gameState, techs);
if (techName)
{
queues.minorTech.addPlan(new m.ResearchPlan(gameState, techName));
return;
}
if (gameState.currentPhase() < 2)
return;
techName = this.researchPreferredTechs(gameState, techs);
if (techName)
{
queues.minorTech.addPlan(new m.ResearchPlan(gameState, techName));
return;
}
if (gameState.currentPhase() < 3)
return;
// remove some techs not yet used by this AI
// remove alse sharedLos if we have no ally
for (let i = 0; i < techs.length; ++i)
{
let template = techs[i][1]._template;
if (template.affects && template.affects.length === 1 &&
(template.affects[0] === "Healer" || template.affects[0] === "Outpost" || template.affects[0] === "StoneWall"))
{
techs.splice(i--, 1);
continue;
}
if (template.modifications && template.modifications.length === 1 &&
template.modifications[0].value === "Player/sharedLos" &&
!gameState.hasAllies())
{
techs.splice(i--, 1);
continue;
}
}
if (!techs.length)
return;
// randomly pick one. No worries about pairs in that case.
var p = Math.floor((Math.random()*techs.length));
queues.minorTech.addPlan(new m.ResearchPlan(gameState, techs[p][0]));
};
m.ResearchManager.prototype.Serialize = function()
{
return {};
};
m.ResearchManager.prototype.Deserialize = function(data)
{
};
return m;
}(PETRA);