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bee-reward/main.nut

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class FMainClass extends GSController
{
cargoes = null; // Cargoes of the game (index -> 'cid' number, 'freight' boolean, 'effect' on town).
function Start();
}
// Examine and store cargo types of the game.
function FMainClass::ExamineCargoes()
{
this.cargoes = {};
local num_cargoes = 0;
for (local cid = 0; cid < 32; cid += 1) {
if (!GSCargo.IsValidCargo(cid)) continue;
local is_freight = GSCargo.IsFreight(cid);
local town_effect = GSCargo.GetTownEffect(cid);
cargoes[num_cargoes] <- {cid=cid, freight=is_freight, effect=town_effect};
num_cargoes += 1;
}
}
// Find cargo sources.
// @param cargo_id Cargo index (index in this.cargoes).
// @return List of resources that produce the requested cargo, list of
// 'ind' or 'town' number, 'prod' produced amount, 'transp' transported amount, and 'loc' location.
function FMainClass::FindSources(cargo_id)
{
local cargo = this.cargoes[cargo_id];
local num_sources = 0;
local sources = {};
if (cargo.freight) {
// For 'freight' cargoes, check the producing industries for sufficient available production.
foreach (ind, _ in GSIndustryList_CargoProducing(cargo.cid)) {
local prod_amount = GSIndustry.GetLastMonthProduction(ind, cargo.cid);
if (prod_amount < 10) continue;
local transp_amount = GSIndustry.GetLastMonthTransported(ind, cargo.cid);
if (prod_amount - transp_amount < 10) continue;
local loc = GSIndustry.GetLocation(ind);
sources[num_sources] <- {ind=ind, prod=prod_amount, transp=transp_amount, loc=loc};
num_sources += 1;
}
}
if (cargo.effect != GSCargo.TE_NONE) {
// For 'town effect' cargoes, check the towns for sufficient available production.
foreach (town, _ in GSTownList()) {
local prod_amount = GSTown.GetLastMonthProduction(town, cargo.cid);
if (prod_amount < 10) continue;
local transp_amount = GSTown.GetLastMonthSupplied(town, cargo.cid);
if (prod_amount - transp_amount < 10) continue;
local loc = GSTown.GetLocation(town);
sources[num_sources] <- {town=town, prod=prod_amount, transp=transp_amount, loc=loc};
num_sources += 1;
}
}
return sources;
}
// Find destinations for the cargo.
// @param cargo_id Cargo index (index in this.cargoes).
// @param company Company to inspect.
// @return A list of destinations, tables 'ind' or 'town' id, and a 'loc' location.
function FMainClass::FindDestinations(cargo_id, company)
{
local cargo = this.cargoes[cargo_id];
local num_dests = 0;
local dests = {};
if (cargo.freight) {
// Assume all industries are willing to accept the cargo.
foreach (ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) {
local loc = GSIndustry.GetLocation(ind);
dests[num_dests] <- {ind=ind, loc=loc};
num_dests += 1;
}
}
if (cargo.effect != GSCargo.TE_NONE) {
// Find towns with sufficient rating.
local acceptable_ratings = [
GSTown.TOWN_RATING_MEDIOCRE, GSTown.TOWN_RATING_GOOD,
GSTown.TOWN_RATING_VERY_GOOD, GSTown.TOWN_RATING_EXCELLENT,
GSTown.TOWN_RATING_OUTSTANDING, GSTown.TOWN_RATING_INVALID
];
foreach (town, _ in GSTownList()) {
local rating = GSTown.GetRating(town, company);
if (rating in acceptable_ratings) {
local loc = GSTown.GetLocation(town);
dests[num_dests] <- {town=town, loc=loc};
num_dests += 1;
}
}
}
return dests;
}
// Construct a score for the distance
// @param desired Desired distance.
// @param actual Actual distance.
// @return Score for the distance.
function FMainClass::GetDistanceScore(desired, actual)
{
if (actual < desired) return 1000 - 3 * (desired - actual); // Too close gets punished hard.
return 1000 - (actual - desired);
}
// Try to find a challenge for a given cargo and a desired distance.
// @param cargo Cargo entry from FMainClass.cargoes (table with 'cid', 'freight', 'effect').
// @param distance Desired distance between source and target.
// @param company Company to find a challenge for.
// @return Best accepting industry to use, or 'null' if no industry-pair found.
function FMainClass::FindChallenge(cargo_id, distance, company)
{
local prods = this.FindSources(cargo_id);
local accepts = this.FindDestinations(cargo_id, company);
local best_score = 0; // Best overall distance.
local best_accept = null; // Best accepting to target.
foreach (_, accept in accepts) {
local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry.
local prod_score = GetDistanceScore(distance, min_prod_distance);
foreach (_, prod in prods) {
local actual_dist = GSTile.GetDistanceManhattanToTile(accept.loc, prod.loc);
if (actual_dist > distance * 2) continue; // Too far away, skip.
if (actual_dist < min_prod_distance) {
min_prod_distance = actual_dist;
prod_score = this.GetDistanceScore(distance, min_prod_distance);
if (min_prod_distance < distance && prod_score < best_score) break;
}
}
if (prod_score > best_score) { // The accepting industry is better than what we have.
prod_score = best_score;
best_accept = accept;
}
}
return best_accept;
}
function FMainClass::Start()
{
this.Sleep(1); // Wait for the game to start.
this.ExamineCargoes();
local accept = FindChallenge(0, 50, GSCompany.COMPANY_FIRST); // Mail challenge
if (accept != null) {
if ("town" in accept) {
GSLog.Info("Use town " + GSTown.GetName(accept.town));
} else {
GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
}
}
local accept = FindChallenge(3, 50, GSCompany.COMPANY_FIRST); // Mail challenge
if (accept != null) {
if ("town" in accept) {
GSLog.Info("Use town " + GSTown.GetName(accept.town));
} else {
GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
}
}
// this is proof of concept only
for (local cid = GSCompany.COMPANY_FIRST; cid <= GSCompany.COMPANY_LAST; cid++) {
GSLog.Info(cid);
GSGoal.New(cid, "Foo", GSGoal.GT_NONE, 0);
}
while (true) {
local lake_news = GSText(GSText.STR_LAKE_NEWS);
if (GSBase.Chance(1, 5)) {
// GSLog.Info("We're at at the bottom of the lake.");
// lake_news.AddParam(100);
} else {
// GSLog.Info("We're not at the bottom of the lake.");
// lake_news.AddParam(200);
}
// GSNews.Create(GSNews.NT_GENERAL, lake_news, GSCompany.COMPANY_INVALID);
// GSGoal.Question(1, GSCompany.COMPANY_INVALID, lake_news, GSGoal.QT_INFORMATION, GSGoal.BUTTON_GO);
// GSLog.Info("I am a very new AI with a ticker called MyNewAI and I am at tick " + this.GetTick());
this.Sleep(5000);
}
}