Esempio n. 1
0
        protected (IEnumerable <Defrule> Rules, Dictionary <int, string> GoalToResourceMap) CreateNonEscrowedResourceGoals(TranspilerContext context, IEnumerable <string> resources)
        {
            var rules             = new List <Defrule>();
            var goalToResourceMap = new Dictionary <int, string>();

            context.UsingVolatileGoal(escrowAmountGoal =>
            {
                foreach (var resource in resources)
                {
                    var nonEscrowedAmountGoal = context.CreateVolatileGoal();

                    rules.Add(new Defrule(
                                  new[]
                    {
                        "true",
                    },
                                  new[]
                    {
                        $"up-get-fact resource-amount {resource} {nonEscrowedAmountGoal}",
                        $"up-get-fact escrow-amount {resource} {escrowAmountGoal}",
                        $"up-modify-goal {nonEscrowedAmountGoal} g:- {escrowAmountGoal}",
                    }));

                    goalToResourceMap[nonEscrowedAmountGoal] = resource;
                }
            });

            return(rules, goalToResourceMap);
        }
Esempio n. 2
0
        public override void Parse(string line, TranspilerContext context)
        {
            var doBackstabbing = string.IsNullOrEmpty(GetData(line)["nobackstab"].Value);

            var rules = new List <Defrule>();

            rules.Add(new Defrule(
                          new[]
            {
                "true",
            },
                          new[]
            {
                "set-stance every-enemy neutral",
                "disable-self",
            }));

            var allyCountGoal    = context.CreateVolatileGoal();
            var neutralCountGoal = context.CreateVolatileGoal();
            var enemyCountGoal   = context.CreateVolatileGoal();

            rules.Add(new Defrule(
                          new[]
            {
                "true",
            },
                          new[]
            {
                "generate-random-number 8",
                $"set-goal {allyCountGoal} 0",
                $"set-goal {neutralCountGoal} 0",
                $"set-goal {enemyCountGoal} 0",
            }));

            for (var player = 1; player <= 8; player++)
            {
                rules.Add(new Defrule(new[] { $"player-in-game {player}", $"stance-toward {player} ally" }, new[] { $"up-modify-goal {allyCountGoal} c:+ 1" }));
                rules.Add(new Defrule(new[] { $"player-in-game {player}", $"stance-toward {player} neutral" }, new[] { $"up-modify-goal {neutralCountGoal} c:+ 1" }));
                rules.Add(new Defrule(new[] { $"player-in-game {player}", $"stance-toward {player} enemy" }, new[] { $"up-modify-goal {enemyCountGoal} c:+ 1" }));
            }

            rules.Add(new Defrule(new[] { $"stance-toward my-player-number ally" }, new[] { $"up-modify-goal {allyCountGoal} c:- 1" }));
            rules.Add(new Defrule(new[] { $"stance-toward my-player-number neutral" }, new[] { $"up-modify-goal {neutralCountGoal} c:- 1" }));
            rules.Add(new Defrule(new[] { $"stance-toward my-player-number enemy" }, new[] { $"up-modify-goal {enemyCountGoal} c:- 1" }));

            var stanceChangeRules = new List <Defrule>();

            // no enemies, make a neutral player our enemy.
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    new Condition($"random-number == {player}"),
                    new Condition($"goal {enemyCountGoal} 0"),
                    new Condition($"stance-toward {player} neutral"),
                    new Condition($"players-stance {player} ally").Invert(),
                    new Condition($"player-in-game {player}"),
                },
                                          new[]
                {
                    new Action($"set-stance {player} enemy"),
                }));
            }

            // still no enemies, make a neutral player our enemy even if they've allied us.
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    $"random-number == {player}",
                    $"goal {enemyCountGoal} 0",
                    $"stance-toward {player} neutral",
                    $"players-stance {player} ally",
                    $"player-in-game {player}",
                },
                                          new[]
                {
                    $"set-stance {player} enemy",
                }));
            }

            if (doBackstabbing)
            {
                // still no enemies, backstab an ally.
                for (var player = 1; player <= 8; player++)
                {
                    stanceChangeRules.Add(new Defrule(
                                              new[]
                    {
                        $"random-number == {player}",
                        $"goal {enemyCountGoal} 0",
                        $"goal {neutralCountGoal} 0",
                        $"player-in-game {player}",
                    },
                                              new[]
                    {
                        $"set-stance {player} enemy",
                    }));
                }
            }
            else
            {
                // still no enemies, backstab an ally, but do not betray our last ally.
                for (var player = 1; player <= 8; player++)
                {
                    stanceChangeRules.Add(new Defrule(
                                              new[]
                    {
                        $"random-number == {player}",
                        $"goal {enemyCountGoal} 0",
                        $"goal {neutralCountGoal} 0",
                        $"up-compare-goal {allyCountGoal} >= 2",
                        $"player-in-game {player}",
                    },
                                              new[]
                    {
                        $"set-stance {player} enemy",
                    }));
                }
            }

            // if we have an enemy, ally all non-hostile neutrals.
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    new Condition($"random-number == {player}"),
                    new Condition($"goal {enemyCountGoal} 0").Invert(),
                    new Condition($"stance-toward {player} neutral"),
                    new Condition($"players-stance {player} enemy").Invert(),
                    new Condition($"player-in-game {player}"),
                },
                                          new[]
                {
                    new Action($"set-stance {player} ally"),
                }));
            }

            // try to ally enemies if we have more than one enemy (but only once per player).
            // threat-player checks below will set them back to enemy if they decline.
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    $"random-number == {player}",
                    $"up-compare-goal {enemyCountGoal} >= 2",
                    $"stance-toward {player} enemy",
                    $"players-stance {player} enemy",
                    $"player-in-game {player}",
                },
                                          new[]
                {
                    $"set-stance {player} ally",
                    "disable-self",
                }));
            }

            // accept enemy alliance requests if we have more than one enemy
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    new Condition($"random-number == {player}"),
                    new Condition($"up-compare-goal {enemyCountGoal} >= 2"),
                    new Condition($"stance-toward {player} ally").Invert(),
                    new Condition($"players-stance {player} ally"),
                    new Condition($"player-in-game {player}"),
                },
                                          new[]
                {
                    new Action($"set-stance {player} ally"),
                }));
            }

            // enemy neutrals who enemy us.
            for (var player = 1; player <= 8; player++)
            {
                stanceChangeRules.Add(new Defrule(
                                          new[]
                {
                    $"random-number == {player}",
                    $"stance-toward {player} neutral",
                    $"players-stance {player} enemy",
                    $"player-in-game {player}",
                },
                                          new[]
                {
                    $"set-stance {player} enemy",
                }));
            }

            context.FreeVolatileGoal(allyCountGoal);
            context.FreeVolatileGoal(neutralCountGoal);
            context.FreeVolatileGoal(enemyCountGoal);

            for (var i = 0; i < stanceChangeRules.Count - 1; i++)
            {
                stanceChangeRules[i].Actions.Add(new Action($"up-jump-rule {stanceChangeRules.Count - i - 1}"));
            }

            rules.AddRange(stanceChangeRules);

            // ally everyone upon resigning
            rules.Add(new Defrule(
                          new[]
            {
                "game-time >= 1200",
                "population < 10",
            },
                          new[]
            {
                "set-stance every-enemy ally",
                "set-stance every-neutral ally",
                "resign",
            }));

            // ally those who have resigned and allied us
            for (var player = 1; player <= 8; player++)
            {
                rules.Add(new Defrule(
                              new[]
                {
                    new Condition($"players-stance {player} ally"),
                    new Condition($"stance-toward {player} ally").Invert(),
                    new Condition($"player-in-game {player}").Invert(),
                },
                              new[]
                {
                    new Action($"set-stance {player} ally"),
                }));
            }

            var threatTimeGoal   = context.CreateVolatileGoal();
            var threatPlayerGoal = context.CreateVolatileGoal();

            rules.Add(new Defrule(
                          new[]
            {
                "true",
            },
                          new[]
            {
                $"up-get-threat-data {threatTimeGoal} {threatPlayerGoal} -1 -1",
            }));

            // enemy those who attack us
            for (var player = 1; player <= 8; player++)
            {
                rules.Add(new Defrule(
                              new[]
                {
                    new Condition($"goal {threatPlayerGoal} {player}"),
                    new Condition($"up-compare-goal {threatTimeGoal} c:< 1000"),
                    new Condition($"stance-toward {player} enemy").Invert(),
                },
                              new[]
                {
                    new Action($"set-stance {player} enemy"),
                }));
            }

            context.FreeVolatileGoal(threatTimeGoal);
            context.FreeVolatileGoal(threatPlayerGoal);

            // always ally self
            rules.Add(new Defrule(
                          new[]
            {
                "true",
            },
                          new[]
            {
                "set-stance my-player-number ally",
            }));

            context.AddToScript(context.ApplyStacks(rules));
        }
Esempio n. 3
0
        public override void Parse(string line, TranspilerContext context)
        {
            var data          = GetData(line);
            var civilianTotal = data["villamount"].Value;
            var tradeAmount   = data["tradeamount"].Value;
            var useEscrow     = data["useescrow"].Success;

            var rules = new List <Defrule>();

            var villagerTargetGoal      = context.CreateVolatileGoal();
            var currentVillagersGoal    = context.CreateVolatileGoal();
            var currentPopulationGoal   = context.CreateVolatileGoal();
            var populationRemainingGoal = context.CreateVolatileGoal();

            rules.Add(new Defrule(
                          new[] {
                "true",
            },
                          new[] {
                $"up-get-fact unit-type-count-total villager {currentVillagersGoal}",
                $"set-goal {villagerTargetGoal} {civilianTotal}",
            }));

            rules.Add(new Defrule(
                          new[] {
                "players-building-type-count any-ally market >= 1",
            },
                          new[] {
                $"up-modify-goal {villagerTargetGoal} c:- {tradeAmount}",
            }));

            rules.Add(new Defrule(
                          new[] {
                "can-train villager",
                $"up-compare-goal {currentVillagersGoal} g:< {villagerTargetGoal}",
            },
                          new[] {
                "train villager",
            }));

            rules.Add(new Defrule(
                          new[] {
                "players-building-type-count any-ally market >= 1",
                "can-build market",
                "building-type-count-total market < 2",
            },
                          new[] {
                "build market",
            }));

            if (useEscrow)
            {
                rules.Add(new Defrule(
                              new[] {
                    "players-building-type-count any-ally market >= 1",
                    "can-research-with-escrow ri-caravan",
                },
                              new[] {
                    "release-escrow food",
                    "release-escrow gold",
                    "research ri-caravan",
                }));
            }
            else
            {
                rules.Add(new Defrule(
                              new[] {
                    "players-building-type-count any-ally market >= 1",
                    "can-research ri-caravan",
                },
                              new[] {
                    "research ri-caravan",
                }));
            }

            rules.Add(new Defrule(
                          new[] {
                "players-building-type-count any-ally market >= 1",
                $"unit-type-count {Game.DeadTradeCartId} == 0",
                $"unit-type-count {Game.DeadLoadedTradeCartId} == 0",
                "can-train trade-cart",
                $"unit-type-count-total trade-cart < {tradeAmount}",
            },
                          new[] {
                "train trade-cart",
            }));

            rules.Add(new Defrule(
                          new[] {
                "true",
            },
                          new[] {
                $"up-get-fact population 0 {currentPopulationGoal}",
                $"up-get-fact population-cap 0 {populationRemainingGoal}",
                $"up-modify-goal {populationRemainingGoal} g:- {currentPopulationGoal}",
            }));

            rules.Add(new Defrule(
                          new[] {
                $"up-compare-goal {populationRemainingGoal} c:< 10",
                $"civilian-population >= {civilianTotal}",
            },
                          new[] {
                "delete-unit villager",
            }));

            context.AddToScript(context.ApplyStacks(rules));

            context.FreeVolatileGoals(new[] { villagerTargetGoal, currentVillagersGoal, currentPopulationGoal, populationRemainingGoal });
        }