Files
bee-reward/main.nut
2014-12-28 11:17:47 +01:00

119 lines
4.7 KiB
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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;
}
}
// 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.
// @return Best accepting industry to use, or 'null' if no industry-pair found.
function FMainClass::FindChallenge(cargo, distance)
{
if (cargo.freight) {
local prod_inds = GSIndustryList_CargoProducing(cargo.cid); // Cache the list of producers.
local best_score = 0; // Best overall distance.
local best_accept_ind = null; // Best industry to target.
foreach (accept_ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) {
local accept_tile = GSIndustry.GetLocation(accept_ind);
local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry.
local prod_score = GetDistanceScore(distance, min_prod_distance);
foreach (prod_ind, _ in prod_inds) {
if (prod_ind == accept_ind) continue;
local actual_dist = GSIndustry.GetDistanceManhattanToTile(prod_ind, accept_tile);
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_ind = accept_ind;
}
}
return best_accept_ind;
}
return null; // XXX Town stuff not implemented yet.
}
function FMainClass::Start()
{
this.ExamineCargoes();
// foreach(idx, val in cargoes) {
// GSLog.Info(idx + " : " + GSCargo.GetCargoLabel(val.cid) + ", " + val.cid + ", " + val.freight + ", " + val.effect);
// }
local accept_ind = FindChallenge(cargoes[3], 50);
if (accept_ind != null) {
GSLog.Info("Use " + GSIndustry.GetName(accept_ind));
}
// for (local cid = 0; cid < 32; cid += 1) {
// if (!GSCargo.IsValidCargo(cid)) continue;
// local label = cid + " (" + GSCargo.GetCargoLabel(cid) + ")"
// if (GSCargo.IsFreight(cid)) {
// GSLog.Info(label + " is freight.");
// local accept_inds = GSIndustryList_CargoAccepting(cid);
// local prod_inds = GSIndustryList_CargoProducing(cid);
// foreach (industry,_ in prod_inds) {
// GSLog.Info("Produces " + label + " @ " + GSIndustry.GetName(industry));
// }
// foreach (industry,_ in accept_inds) {
// GSLog.Info("Accepts " + label + " @ " + GSIndustry.GetName(industry));
// }
// } else if (GSCargo.GetTownEffect(cid) != GSCargo.TE_NONE) {
// GSLog.Info(label + " affects town.");
// } else {
// GSLog.Info(label + " does nothing.");
// }
// }
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);
}
}