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Let nations send retaliation warships! (#2376)
## Description: This PR is intended to increase singleplayer fun. This is a follow-up to my previous PR #2161, which made the "Hiding-Strategy on small islands" harder. But its still possible. You can easily warship-infest the map and get rich from the trade, even though you are playing on impossible difficulty. Also you can easily hinder the nations to, for example, get from the left to the right side of the world map. So you are always in full control of the game. This PR makes nations send a warship if their troop transport boat got destroyed. The warship will travel to the location where the boat got destroyed. Because the nations send more boats now (previous PR), this actual has an impact and there is more action on the map now :) The chance of retaliation is based on the game difficulty. ### COMPARISON [Youtube Video](https://www.youtube.com/watch?v=F4_iP54LGNU) of me playing the infestation-strat without this PR. [Youtube Video](https://www.youtube.com/watch?v=VHesXJwPtcA) of me playing the infestation-strat with this PR (Its sill possible but not that easy, I gave up lol). ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
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@@ -1,5 +1,6 @@
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import {
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Cell,
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Difficulty,
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Execution,
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Game,
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Gold,
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@@ -46,6 +47,11 @@ export class FakeHumanExecution implements Execution {
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private readonly lastMIRVSent: [Tick, TileRef][] = [];
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private readonly embargoMalusApplied = new Set<PlayerID>();
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// Track our transport ships we currently own
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private trackedTransportShips: Set<Unit> = new Set();
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// Track our trade ships we currently own
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private trackedTradeShips: Set<Unit> = new Set();
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/** MIRV Strategy Constants */
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/** Ticks until MIRV can be attempted again */
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@@ -133,6 +139,16 @@ export class FakeHumanExecution implements Execution {
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}
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tick(ticks: number) {
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// Ship tracking
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if (
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this.player !== null &&
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this.player.isAlive() &&
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this.mg.config().gameConfig().difficulty !== Difficulty.Easy
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) {
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this.trackTransportShipsAndRetaliate();
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this.trackTradeShipsAndRetaliate();
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}
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if (ticks % this.attackRate !== this.attackTick) {
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return;
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}
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@@ -901,6 +917,70 @@ export class FakeHumanExecution implements Execution {
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}
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}
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// Send out a warship if our transport ship got captured
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private trackTransportShipsAndRetaliate(): void {
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if (this.player === null) return;
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// Add any currently owned transport ships to our tracking set
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this.player
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.units(UnitType.TransportShip)
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.forEach((u) => this.trackedTransportShips.add(u));
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// Iterate tracked transport ships; if it got destroyed by an enemy: retaliate
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for (const ship of Array.from(this.trackedTransportShips)) {
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if (!ship.isActive()) {
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// Distinguish between arrival/retreat and enemy destruction
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if (ship.wasDestroyedByEnemy()) {
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this.maybeRetaliateWithWarship(ship.tile());
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}
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this.trackedTransportShips.delete(ship);
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}
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}
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}
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// Send out a warship if our trade ship got captured
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private trackTradeShipsAndRetaliate(): void {
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if (this.player === null) return;
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// Add any currently owned trade ships to our tracking map
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this.player
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.units(UnitType.TradeShip)
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.forEach((u) => this.trackedTradeShips.add(u));
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// Iterate tracked trade ships; if we no longer own it, it was captured: retaliate
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for (const ship of Array.from(this.trackedTradeShips)) {
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if (!ship.isActive()) {
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this.trackedTradeShips.delete(ship);
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continue;
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}
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if (ship.owner().id() !== this.player.id()) {
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// Ship was ours and is now owned by someone else -> captured
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this.maybeRetaliateWithWarship(ship.tile());
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this.trackedTradeShips.delete(ship);
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}
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}
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}
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private maybeRetaliateWithWarship(tile: TileRef): void {
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if (this.player === null) return;
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const { difficulty } = this.mg.config().gameConfig();
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// In Easy never retaliate. In Medium retaliate with 15% chance. Hard with 50%, Impossible with 80%.
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if (
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(difficulty === Difficulty.Medium && this.random.nextInt(0, 100) < 15) ||
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(difficulty === Difficulty.Hard && this.random.nextInt(0, 100) < 50) ||
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(difficulty === Difficulty.Impossible && this.random.nextInt(0, 100) < 80)
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) {
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const canBuild = this.player.canBuild(UnitType.Warship, tile);
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if (canBuild === false) {
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return;
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}
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this.mg.addExecution(
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new ConstructionExecution(this.player, UnitType.Warship, tile),
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);
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}
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}
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isActive(): boolean {
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return this.active;
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}
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@@ -451,6 +451,7 @@ export interface Unit {
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toUpdate(): UnitUpdate;
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hasTrainStation(): boolean;
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setTrainStation(trainStation: boolean): void;
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wasDestroyedByEnemy(): boolean;
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// Train
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trainType(): TrainType | undefined;
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@@ -24,6 +24,7 @@ export class UnitImpl implements Unit {
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private _retreating: boolean = false;
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private _targetedBySAM = false;
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private _reachedTarget = false;
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private _wasDestroyedByEnemy: boolean = false;
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private _lastSetSafeFromPirates: number; // Only for trade ships
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private _constructionType: UnitType | undefined;
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private _lastOwner: PlayerImpl | null = null;
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@@ -252,6 +253,10 @@ export class UnitImpl implements Unit {
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if (!this.isActive()) {
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throw new Error(`cannot delete ${this} not active`);
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}
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// Record whether this unit was destroyed by an enemy (vs. arrived / retreated)
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this._wasDestroyedByEnemy = destroyer !== undefined;
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this._owner._units = this._owner._units.filter((b) => b !== this);
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this._active = false;
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this.mg.addUpdate(this.toUpdate());
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@@ -291,6 +296,10 @@ export class UnitImpl implements Unit {
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return this._active;
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}
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wasDestroyedByEnemy(): boolean {
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return this._wasDestroyedByEnemy;
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}
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retreating(): boolean {
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return this._retreating;
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}
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