module TS.SpaceTac { /** * Standard producers and evaluators for TacticalAI * * These are static methods that may be used as base for TacticalAI ruleset. */ export class TacticalAIHelpers { /** * Produce all "direct hit" weapon shots. */ static produceDirectShots(ship: Ship, battle: Battle): TacticalProducer { let enemies = ifilter(battle.iships(), iship => iship.getPlayer() != ship.getPlayer()); let weapons = iarray(ship.listEquipment(SlotType.Weapon)); return imap(icombine(enemies, weapons), ([enemy, weapon]) => new Maneuver(ship, weapon, Target.newFromShip(enemy))); } /** * Produce random moves inside arena cell */ static produceRandomMoves(ship: Ship, battle: Battle, cells = 10, iterations = 1, random = RandomGenerator.global): TacticalProducer { let engines = ship.listEquipment(SlotType.Engine); if (engines.length == 0) { return IEMPTY; } return ichainit(imap(irange(iterations), iteration => imap(irange(cells * cells), cellpos => { let y = Math.floor(cellpos / cells); let x = cellpos - y * cells; let target = Target.newFromLocation((x + random.random()) * battle.width / cells, (y + random.random()) * battle.height / cells); return new Maneuver(ship, engines[0], target); }) )); } /** * Produce blast weapon shots, with multiple targets. */ static produceBlastShots(ship: Ship, battle: Battle): TacticalProducer { // TODO Work with groups of 3, 4 ... let weapons = ifilter(iarray(ship.listEquipment(SlotType.Weapon)), weapon => weapon.blast > 0); let enemies = battle.ienemies(ship.getPlayer()); let couples = ifilter(icombine(enemies, enemies), ([e1, e2]) => e1 != e2); let candidates = ifilter(icombine(weapons, couples), ([weapon, [e1, e2]]) => Target.newFromShip(e1).getDistanceTo(Target.newFromShip(e2)) < weapon.blast * 2); let result = imap(candidates, ([weapon, [e1, e2]]) => new Maneuver(ship, weapon, Target.newFromLocation((e1.arena_x + e2.arena_x) / 2, (e1.arena_y + e2.arena_y) / 2))); return result; } /** * Evaluate the number of turns necessary for the maneuver, between -1 and 1 */ static evaluateTurnCost(ship: Ship, battle: Battle, maneuver: Maneuver): number { let powerusage = maneuver.simulation.total_move_ap + maneuver.simulation.total_fire_ap; if (maneuver.simulation.total_fire_ap > ship.getAttribute("power_capacity")) { return -Infinity; } else if (powerusage > ship.getValue("power")) { return -1; } else { return (ship.getValue("power") - powerusage) / ship.getAttribute("power_capacity"); } } /** * Evaluate the damage done to the enemy, between -1 and 1 */ static evaluateDamageToEnemy(ship: Ship, battle: Battle, maneuver: Maneuver): number { let action = maneuver.equipment.action; if (action instanceof FireWeaponAction) { let enemies = imaterialize(battle.ienemies(ship.getPlayer(), true)); if (enemies.length == 0) { return 0; } let damage = 0; let dead = 0; let effects = action.getEffects(battle, ship, maneuver.target); effects.forEach(([ship, effect]) => { if (effect instanceof DamageEffect && contains(enemies, ship)) { let [shield, hull] = effect.getEffectiveDamage(ship); damage += shield + hull; if (hull == ship.getValue("hull")) { dead += 1 } } }); let hp = sum(enemies.map(enemy => enemy.getValue("hull") + enemy.getValue("shield"))); let result = 0.5 * (damage / hp) + 0.5 * (dead / enemies.length); return result; } else { return 0; } } /** * Evaluate the clustering of ships, between -1 and 1 */ static evaluateClustering(ship: Ship, battle: Battle, maneuver: Maneuver): number { // TODO Take into account blast radius of in-play weapons let move_location = maneuver.simulation.move_location || Target.newFromShip(ship); let distances = imaterialize(imap(ifilter(battle.iships(), iship => iship != ship), iship => Target.newFromShip(iship).getDistanceTo(move_location))); if (distances.length == 0) { return 0; } else { let factor = max([battle.width, battle.height]) * 0.01; let result = -clamp(sum(distances.map(distance => factor / distance)), 0, 1); //console.log(distances, result); return result; } } } }