feat: Add Planner citizen type with automated city expansion

This commit is contained in:
Kacper Kostka (aider) 2025-04-02 22:33:18 +02:00
parent 3e4622fa0e
commit 18ac996f65
5 changed files with 208 additions and 4 deletions

175
ai.js
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@ -263,6 +263,9 @@ function assignNewTask(cit) {
case "Soldier":
soldierTasks(cit);
break;
case "Planner":
plannerTasks(cit);
break;
default:
cit.task = null;
cit.target = null;
@ -385,9 +388,181 @@ function soldierTasks(cit) {
builderTasks(cit);
}
function plannerTasks(cit) {
// Check if it's time to plan a new building
if(Math.random() < 0.05) {
cit.task = "planBuilding";
cit.target = null;
return;
}
// Help with other tasks when not planning
if(Math.random() < 0.5) {
builderTasks(cit);
} else {
// Explore the map to find good building locations
cit.task = "explore";
cit.target = {
x: randInt(-500, 500),
y: randInt(-500, 500)
};
}
}
/**********************************************************************
* NEW TASK HANDLERS
**********************************************************************/
function planBuildingTask(cit) {
// Find a good spot to place a new building
let buildingType = null;
let buildingCost = 0;
// Decide what type of building to place based on current needs
const houseCount = buildings.filter(b => b.buildingType === "House" && b.completed).length;
const marketCount = buildings.filter(b => b.buildingType === "Market" && b.completed).length;
const hospitalCount = buildings.filter(b => b.buildingType === "Hospital" && b.completed).length;
const schoolCount = buildings.filter(b => b.buildingType === "School" && b.completed).length;
// Prioritize based on what the city needs
if (houseCount < 3 || Math.random() < 0.5) {
buildingType = "House";
buildingCost = COST_HOUSE;
} else if (marketCount < 1 && money >= COST_MARKET) {
buildingType = "Market";
buildingCost = COST_MARKET;
} else if (hospitalCount < 1 && money >= COST_HOSPITAL) {
buildingType = "Hospital";
buildingCost = COST_HOSPITAL;
} else if (schoolCount < 1 && money >= COST_SCHOOL) {
buildingType = "School";
buildingCost = COST_SCHOOL;
} else if (Math.random() < 0.3) {
buildingType = "Road";
buildingCost = COST_ROAD;
} else {
buildingType = "House";
buildingCost = COST_HOUSE;
}
// Check if we can afford it
if (money < buildingCost) {
cit.task = null;
return;
}
// Find a good location - away from other buildings but not too far from city center
let bestX = 0, bestY = 0;
let bestScore = -Infinity;
for (let attempt = 0; attempt < 10; attempt++) {
// Try to find locations expanding outward from existing buildings
let existingBuilding = buildings[Math.floor(Math.random() * buildings.length)];
if (!existingBuilding) {
// If no buildings yet, start near center
existingBuilding = { x: 0, y: 0 };
}
const direction = Math.random() * Math.PI * 2;
const distance = randInt(100, 300);
const testX = existingBuilding.x + Math.cos(direction) * distance;
const testY = existingBuilding.y + Math.sin(direction) * distance;
// Skip if not valid placement
if (!isValidPlacement(testX, testY)) continue;
// Calculate score based on:
// - Distance from other buildings (not too close)
// - Distance from center (not too far)
// - Terrain type
let minDistToBuilding = Infinity;
buildings.forEach(b => {
const dist = distance(testX, testY, b.x, b.y);
if (dist < minDistToBuilding) minDistToBuilding = dist;
});
const distToCenter = distance(testX, testY, 0, 0);
// Score calculation - higher is better
let score = 0;
// Prefer some distance from other buildings
if (minDistToBuilding < 50) score -= 100;
else if (minDistToBuilding < 100) score += minDistToBuilding - 50;
else score += 50;
// Prefer not too far from center
score -= distToCenter * 0.1;
if (score > bestScore) {
bestScore = score;
bestX = testX;
bestY = testY;
}
}
// If we found a good spot, place the building
if (bestScore > -Infinity) {
addMoney(-buildingCost, `Planner: ${buildingType}`);
let newBuilding;
switch (buildingType) {
case "House":
newBuilding = createHouseSite(bestX, bestY);
break;
case "Road":
// Find nearest building to connect to
let nearest = null;
let minDist = Infinity;
buildings.forEach(b => {
if (b.buildingType !== "Road") {
const dist = distance(bestX, bestY, b.x, b.y);
if (dist < minDist) {
minDist = dist;
nearest = b;
}
}
});
if (nearest) {
newBuilding = createRoadSite(bestX, bestY, nearest.x, nearest.y);
} else {
newBuilding = createRoadSite(bestX - 50, bestY, bestX + 50, bestY);
}
break;
case "Market":
newBuilding = createMarketSite(bestX, bestY);
break;
case "Hospital":
newBuilding = createHospitalSite(bestX, bestY);
break;
case "School":
newBuilding = createSchoolSite(bestX, bestY);
break;
}
buildings.push(newBuilding);
logAction(`${cit.name} [Planner] placed a new ${buildingType} site at (${Math.floor(bestX)}, ${Math.floor(bestY)})`);
}
cit.task = null;
}
function exploreTask(cit) {
if (!cit.target) {
cit.task = null;
return;
}
moveToward(cit, cit.target.x, cit.target.y, 0.5);
// When reached exploration point, find a new task
if (distance(cit.x, cit.y, cit.target.x, cit.target.y) < 10) {
cit.task = null;
cit.target = null;
}
}
function huntWolfTask(cit) {
let wolf = cit.target;
if(!wolf || wolf.dead) {

View File

@ -96,6 +96,11 @@ function setupBuyButtons() {
logAction("Click on map to place a new Soldier citizen.");
});
document.getElementById('buyPlannerBtn').addEventListener('click', () => {
purchaseMode = "Planner";
logAction("Click on map to place a new Planner citizen.");
});
document.getElementById('buyMarketBtn').addEventListener('click', () => {
purchaseMode = "Market";
logAction("Click on map to place a Market site.");
@ -395,6 +400,17 @@ function setupCanvasClick() {
}
break;
case "Planner":
if(money >= COST_PLANNER) {
addMoney(-COST_PLANNER, "Buy Planner");
let c = createCitizen(randomName(), worldX, worldY, "Planner");
citizens.push(c);
logAction(`Purchased new Planner @(${Math.floor(worldX)},${Math.floor(worldY)})`);
} else {
logAction("Not enough money to buy Planner!");
}
break;
case "Spawner":
if(money >= COST_SPAWNER) {
addMoney(-COST_SPAWNER, "Buy Spawner");

19
game.js
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@ -36,6 +36,7 @@ const COST_SCHOOL = 450;
const COST_SPAWNER = 500;
const COST_TREE = 50;
const COST_SOLDIER = 250;
const COST_PLANNER = 1000;
// Terrain costs
const COST_WATER = 20;
@ -90,14 +91,14 @@ const SCHOOL_WOOD_REQUIRED = 65;
const SCHOOL_BUILD_RATE = 0.12;
// Professions
const PROFESSIONS = ["Farmer", "Builder", "Merchant", "Doctor", "Teacher", "Soldier"];
const PROFESSIONS = ["Farmer", "Builder", "Merchant", "Doctor", "Teacher", "Soldier", "Planner"];
// Animals
const STARTING_RABBITS = 10;
const STARTING_WOLVES = 3;
const STARTING_WOLVES = 5;
const RABBIT_HUNGER_INCREMENT = 0.003;
const RABBIT_REPRO_COOLDOWN = 3000;
const RABBIT_REPRO_CHANCE = 0.0005;
const RABBIT_REPRO_COOLDOWN = 5000;
const RABBIT_REPRO_CHANCE = 0.0002;
const WOLF_SPEED = 0.7; // Faster than rabbits
/**********************************************************************
@ -187,6 +188,16 @@ function initWorld() {
// Spawn wolves at the corners of the map
spawnWolvesAtCorners();
// Spawn additional wolves in random locations
for(let i=0; i<5; i++) {
let x, y;
do {
x = randInt(-1500,1500);
y = randInt(-1500,1500);
} while (!isValidPlacement(x, y));
animals.push(createAnimal("Wolf", x, y));
}
requestAnimationFrame(update);
}

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@ -194,6 +194,7 @@
<button class="menu-button" id="buyDoctorBtn">Buy Doctor ($200)</button>
<button class="menu-button" id="buyTeacherBtn">Buy Teacher ($180)</button>
<button class="menu-button" id="buySoldierBtn">Buy Soldier ($250)</button>
<button class="menu-button" id="buyPlannerBtn">Buy Planner ($1000)</button>
</div>
<div class="menu-category">

View File

@ -372,6 +372,7 @@ function drawCitizen(c) {
case "Doctor": icon = "💉"; break;
case "Teacher": icon = "📚"; break;
case "Soldier": icon = "⚔️"; break;
case "Planner": icon = "🏗️"; break;
}
ctx.fillStyle = "#000";