mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-30 18:02:15 +00:00
First Commit
This commit is contained in:
@@ -0,0 +1,112 @@
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import PriorityQueue from "priority-queue-typescript";
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import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, Player, TerrainTypes, TerraNullius, Tile} from "../Game";
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import {PseudoRandom} from "../PseudoRandom";
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import {manhattanDist} from "../Util";
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export class AttackExecution implements Execution {
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private active: boolean = true;
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private toConquer: PriorityQueue<TileContainer> = new PriorityQueue<TileContainer>(11, (a: TileContainer, b: TileContainer) => a.priority - b.priority);
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private random = new PseudoRandom(123)
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private _owner: MutablePlayer
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private target: MutablePlayer | TerraNullius
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constructor(
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private troops: number,
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private _ownerID: PlayerID,
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private targetID: PlayerID | null,
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private targetCell: Cell | null
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) { }
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init(gs: MutableGame, ticks: number) {
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this._owner = gs.player(this._ownerID)
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this.target = this.targetID == null ? gs.terraNullius() : gs.player(this.targetID)
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this.troops = Math.min(this._owner.troops(), this.troops)
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this._owner.setTroops(this._owner.troops() - this.troops)
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}
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tick(ticks: number) {
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if (!this.active) {
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return
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}
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let numTilesPerTick = this._owner.borderTilesWith(this.target).size / 2
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while (numTilesPerTick > 0) {
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if (this.troops < 1) {
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this.active = false
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return
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}
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if (this.toConquer.size() == 0) {
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this.calculateToConquer()
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}
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if (this.toConquer.size() == 0) {
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this.active = false
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this._owner.addTroops(this.troops)
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return
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}
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const tileToConquer: Tile = this.toConquer.poll().tile
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const onBorder = tileToConquer.neighbors().filter(t => t.owner() == this._owner).length > 0
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if (tileToConquer.owner() != this.target || !onBorder) {
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continue
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}
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this._owner.conquer(tileToConquer.cell())
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this.troops -= 1
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numTilesPerTick -= 1
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}
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}
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private calculateToConquer() {
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const border = this.owner().borderTilesWith(this.target)
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const enemyBorder: Set<Tile> = new Set()
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for (const b of border) {
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b.neighbors()
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.filter(t => t.terrain() == TerrainTypes.Land)
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.filter(t => t.owner() == this.target)
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.forEach(t => enemyBorder.add(t))
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}
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// let closestTile: Tile;
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// let closestDist: number = Number.POSITIVE_INFINITY;
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// for (const enemyTile of enemyBorder) {
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// const dist = manhattanDist(enemyTile.cell(), this.targetCell)
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// if (dist < closestDist) {
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// closestTile = enemyTile
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// }
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// }
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// tileByDist.forEach(t => console.log(`tile dist: ${manhattanDist(t.cell(), closestTile.cell())}`))
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let tileByDist = []
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if (this.targetCell == null) {
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tileByDist = Array.from(enemyBorder).slice().sort((a, b) => this.random.next() - .5)
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} else {
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tileByDist = Array.from(enemyBorder).slice().sort((a, b) => manhattanDist(a.cell(), this.targetCell) - manhattanDist(b.cell(), this.targetCell))
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}
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for (let i = 0; i < Math.min(enemyBorder.size / 2, tileByDist.length); i++) {
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const enemyTile = tileByDist[i]
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const numOwnedByMe = enemyTile.neighbors()
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.filter(t => t.terrain() == TerrainTypes.Land)
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.filter(t => t.owner() == this._owner)
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.length
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// this.toConquer.add(new TileContainer(enemyTile, numOwnedByMe + (this.random.next() % 5) + (-5 * i / tileByDist.length)))
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const r = this.random.next() % 4
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this.toConquer.add(new TileContainer(enemyTile, r + numOwnedByMe * 1000))
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}
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}
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owner(): MutablePlayer {
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return this._owner
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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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}
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class TileContainer {
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constructor(public readonly tile: Tile, public readonly priority: number) { }
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}
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@@ -0,0 +1,158 @@
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import PriorityQueue from "priority-queue-typescript";
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import {Boat, Cell, Execution, MutableBoat, MutableGame, MutablePlayer, Player, PlayerID, Tile} from "../Game";
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import {manhattanDist} from "../Util";
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import {AttackExecution} from "./AttackExecution";
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export class BoatAttackExecution implements Execution {
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private lastMove: number
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// TODO: make this configurable
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private ticksPerMove = 1
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private active = true
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private mg: MutableGame
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private attacker: MutablePlayer
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private target: MutablePlayer
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// TODO make private
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public path: Tile[]
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private src: Tile
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private dst: Tile
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private currTileIndex: number = 0
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private boat: MutableBoat
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constructor(
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private attackerID: PlayerID,
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private targetID: PlayerID | null,
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private cell: Cell,
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private troops: number
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) { }
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init(mg: MutableGame, ticks: number) {
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if (this.targetID == null) {
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throw new Error("attacking terranullius not supported")
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}
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this.lastMove = ticks
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this.mg = mg
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this.attacker = mg.player(this.attackerID)
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this.target = mg.player(this.targetID)
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this.troops = Math.min(this.troops, this.attacker.troops())
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this.attacker.removeTroops(this.troops)
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this.src = this.closestShoreTileToTarget(this.attacker, this.cell)
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this.dst = this.closestShoreTileToTarget(this.target, this.cell)
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this.path = this.computePath(this.src, this.dst)
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if (this.path != null) {
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console.log(`got path ${this.path.map(t => t.cell().toString())}`)
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this.boat = this.attacker.addBoat(1000, this.src.cell(), this.target)
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} else {
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console.log('got null path')
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this.active = false
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}
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}
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tick(ticks: number) {
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if (!this.active) {
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return
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}
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if (ticks - this.lastMove < this.ticksPerMove) {
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return
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}
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this.lastMove = ticks
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this.currTileIndex++
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if (this.currTileIndex >= this.path.length) {
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if (this.dst.owner() == this.attacker) {
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this.attacker.addTroops(this.troops)
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this.active = false
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return
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}
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this.attacker.conquer(this.dst.cell())
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this.mg.addExecution(new AttackExecution(this.troops, this.attacker.id(), this.targetID, null))
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this.active = false
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return
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}
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const nextTile = this.path[this.currTileIndex]
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this.boat.move(nextTile.cell())
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}
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owner(): MutablePlayer {
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return this.attacker
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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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private closestShoreTileToTarget(player: Player, target: Cell): Tile {
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const shoreTiles = Array.from(player.borderTiles()).filter(t => t.onShore())
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return shoreTiles.reduce((closest, current) => {
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const closestDistance = manhattanDist(target, closest.cell());
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const currentDistance = manhattanDist(target, current.cell());
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return currentDistance < closestDistance ? current : closest;
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});
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}
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private computePath(src: Tile, dst: Tile): Tile[] {
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if (!src.onShore() || !dst.onShore()) {
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return null; // Both source and destination must be on water
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}
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const openSet = new PriorityQueue<{tile: Tile, fScore: number}>(
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11,
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(a, b) => a.fScore - b.fScore
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);
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const cameFrom = new Map<Tile, Tile>();
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const gScore = new Map<Tile, number>();
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gScore.set(src, 0);
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openSet.add({tile: src, fScore: this.heuristic(src, dst)});
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while (!openSet.empty()) {
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const current = openSet.poll()!.tile;
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if (current === dst) {
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return this.reconstructPath(cameFrom, current);
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}
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for (const neighbor of current.neighbors()) {
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if (!neighbor.onShore()) continue; // Skip non-water tiles
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const tentativeGScore = gScore.get(current)! + 1; // Assuming uniform cost
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if (!gScore.has(neighbor) || tentativeGScore < gScore.get(neighbor)!) {
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cameFrom.set(neighbor, current);
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gScore.set(neighbor, tentativeGScore);
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const fScore = tentativeGScore + this.heuristic(neighbor, dst);
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openSet.add({tile: neighbor, fScore: fScore});
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}
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}
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}
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return null; // No path found
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}
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private heuristic(a: Tile, b: Tile): number {
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// Manhattan distance
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return Math.abs(a.cell().x - b.cell().x) + Math.abs(a.cell().y - b.cell().y);
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}
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private reconstructPath(cameFrom: Map<Tile, Tile>, current: Tile): Tile[] {
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const path = [current];
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while (cameFrom.has(current)) {
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current = cameFrom.get(current)!;
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path.unshift(current);
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}
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return path;
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}
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}
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@@ -0,0 +1,55 @@
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import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, PlayerInfo} from "../Game"
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import {PseudoRandom} from "../PseudoRandom"
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import {AttackExecution} from "./AttackExecution";
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export class BotExecution implements Execution {
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private ticks = 0
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private active = true
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private random: PseudoRandom;
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private attackRate: number
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private gs: MutableGame
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constructor(private bot: MutablePlayer) {
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this.random = new PseudoRandom(bot.id())
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this.attackRate = this.random.nextInt(100, 500)
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}
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init(gs: MutableGame, ticks: number) {
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this.gs = gs
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}
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tick(ticks: number) {
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if (!this.bot.isAlive()) {
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this.active = false
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return
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}
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this.ticks++
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if (this.ticks % this.attackRate == 0) {
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const ns = this.bot.neighbors()
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if (ns.length == 0) {
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return
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}
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const toAttack = ns[this.random.nextInt(0, ns.length)]
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this.gs.addExecution(new AttackExecution(
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this.bot.troops() / 5,
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this.bot.id(),
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toAttack.isPlayer() ? toAttack.id() : null,
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null
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))
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}
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}
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owner(): MutablePlayer {
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return this.bot
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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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}
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@@ -0,0 +1,60 @@
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import {Cell, Game, TerrainTypes} from "../Game";
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import {PseudoRandom} from "../PseudoRandom";
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import {SpawnIntent} from "../Schemas";
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import {getSpawnCells} from "./Util";
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export class BotSpawner {
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private cellToIndex;
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private freeTiles: Cell[];
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private numFreeTiles;
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private random = new PseudoRandom(123);
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constructor(private gs: Game) { }
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spawnBots(numBots: number): SpawnIntent[] {
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const bots: SpawnIntent[] = [];
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this.cellToIndex = new Map<string, number>();
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this.freeTiles = new Array();
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this.numFreeTiles = 0;
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this.gs.forEachTile(tile => {
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if (tile.terrain() == TerrainTypes.Water) {
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return;
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}
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if (tile.hasOwner()) {
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return;
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}
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this.freeTiles.push(tile.cell());
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this.cellToIndex.set(tile.cell().toString(), this.numFreeTiles);
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this.numFreeTiles++;
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});
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for (let i = 0; i < numBots; i++) {
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bots.push(this.spawnBot("Bot" + i));
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}
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return bots;
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}
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spawnBot(botName: string): SpawnIntent {
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const rand = this.random.nextInt(0, this.numFreeTiles);
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const spawn = this.freeTiles[rand];
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const spawnCells = getSpawnCells(this.gs, spawn);
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spawnCells.forEach(c => this.removeCell(c));
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const spawnIntent: SpawnIntent = {
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type: 'spawn',
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name: botName,
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isBot: true,
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x: spawn.x,
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y: spawn.y
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};
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return spawnIntent;
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}
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private removeCell(cell: Cell) {
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const index = this.cellToIndex[cell.toString()];
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this.freeTiles[index] = this.freeTiles[this.numFreeTiles - 1];
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this.cellToIndex[this.freeTiles[index].toString()] = index;
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this.numFreeTiles--;
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}
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}
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@@ -0,0 +1,55 @@
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import PriorityQueue from "priority-queue-typescript";
|
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import {Cell, Execution, MutableGame, Game, MutablePlayer, PlayerInfo, TerraNullius, Tile} from "../Game";
|
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import {AttackIntent, BoatAttackIntentSchema, Intent, Turn} from "../Schemas";
|
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import {AttackExecution} from "./AttackExecution";
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import {SpawnExecution} from "./SpawnExecution";
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import {BotSpawner} from "./BotSpawner";
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import {BoatAttackExecution} from "./BoatAttackExecution";
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export class Executor {
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constructor(private gs: Game) {
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}
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addTurn(turn: Turn) {
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turn.intents.forEach(i => this.addIntent(i))
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}
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addIntent(intent: Intent) {
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if (intent.type == "attack") {
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this.gs.addExecution(
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new AttackExecution(
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intent.troops,
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intent.attackerID,
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intent.targetID,
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new Cell(intent.targetX, intent.targetY)
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)
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)
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} else if (intent.type == "spawn") {
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this.gs.addExecution(
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new SpawnExecution(
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new PlayerInfo(intent.name, intent.isBot),
|
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new Cell(intent.x, intent.y),
|
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)
|
||||
)
|
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} else if (intent.type == "boat") {
|
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this.gs.addExecution(
|
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new BoatAttackExecution(
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intent.attackerID,
|
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intent.targetID,
|
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new Cell(intent.x, intent.y),
|
||||
intent.troops,
|
||||
)
|
||||
)
|
||||
} else {
|
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throw new Error(`intent type ${intent} not found`)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
spawnBots(numBots: number): void {
|
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new BotSpawner(this.gs).spawnBots(numBots).forEach(i => this.addIntent(i))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
import {Execution, MutableGame, MutablePlayer, PlayerID} from "../Game"
|
||||
|
||||
export class PlayerExecution implements Execution {
|
||||
|
||||
private player: MutablePlayer
|
||||
|
||||
constructor(private playerID: PlayerID) {
|
||||
}
|
||||
|
||||
init(gs: MutableGame, ticks: number) {
|
||||
this.player = gs.player(this.playerID)
|
||||
}
|
||||
|
||||
tick(ticks: number) {
|
||||
this.player.addTroops(Math.sqrt(this.player.numTilesOwned() * this.player.troops() + 1000) / 1000)
|
||||
}
|
||||
|
||||
owner(): MutablePlayer {
|
||||
return this.player
|
||||
}
|
||||
|
||||
isActive(): boolean {
|
||||
return this.player.isAlive()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
import {Cell, Execution, MutableGame, MutablePlayer, PlayerInfo} from "../Game"
|
||||
import {BotExecution} from "./BotExecution"
|
||||
import {PlayerExecution} from "./PlayerExecution"
|
||||
import {getSpawnCells} from "./Util"
|
||||
|
||||
export class SpawnExecution implements Execution {
|
||||
|
||||
active: boolean = true
|
||||
private gs: MutableGame
|
||||
|
||||
constructor(
|
||||
private playerInfo: PlayerInfo,
|
||||
private cell: Cell,
|
||||
) { }
|
||||
|
||||
|
||||
init(gs: MutableGame, ticks: number) {
|
||||
this.gs = gs
|
||||
}
|
||||
|
||||
tick(ticks: number) {
|
||||
if (!this.isActive()) {
|
||||
return
|
||||
}
|
||||
const player = this.gs.addPlayer(this.playerInfo)
|
||||
getSpawnCells(this.gs, this.cell).forEach(c => {
|
||||
console.log('conquering cell')
|
||||
player.conquer(c)
|
||||
})
|
||||
this.gs.addExecution(new PlayerExecution(player.id()))
|
||||
if (player.info().isBot) {
|
||||
this.gs.addExecution(new BotExecution(player))
|
||||
}
|
||||
this.active = false
|
||||
}
|
||||
owner(): MutablePlayer {
|
||||
return null
|
||||
}
|
||||
isActive(): boolean {
|
||||
return this.active
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
import {Game, Cell, TerrainTypes} from "../Game";
|
||||
|
||||
|
||||
export function getSpawnCells(gs: Game, cell: Cell): Cell[] {
|
||||
let result: Cell[] = [];
|
||||
for (let dx = -2; dx <= 2; dx++) {
|
||||
for (let dy = -2; dy <= 2; dy++) {
|
||||
let c = new Cell(cell.x + dx, cell.y + dy);
|
||||
if (!gs.isOnMap(c)) {
|
||||
continue;
|
||||
}
|
||||
if (Math.abs(dx) === 2 && Math.abs(dy) === 2) {
|
||||
continue;
|
||||
}
|
||||
if (gs.tile(c).terrain() != TerrainTypes.Land) {
|
||||
continue;
|
||||
}
|
||||
if (gs.tile(c).hasOwner()) {
|
||||
continue;
|
||||
}
|
||||
result.push(c);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
Reference in New Issue
Block a user