create troop slider

This commit is contained in:
Evan
2024-10-27 11:21:01 -07:00
parent df0b5a91ac
commit 2afecf0f39
17 changed files with 2673 additions and 2401 deletions
+1
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@@ -159,6 +159,7 @@ export class AttackExecution implements Execution {
this.troops -= attackerTroopLoss
if (this.target.isPlayer()) {
this.target.removeTroops(defenderTroopLoss)
this.target.removeManpower(defenderTroopLoss)
}
this._owner.conquer(tileToConquer)
this.checkDefenderDead()
+9 -9
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@@ -1,8 +1,8 @@
import {PriorityQueue} from "@datastructures-js/priority-queue";
import {Boat, Cell, Execution, MutableBoat, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent} from "../game/Game";
import {and, bfs, manhattanDistWrapped, sourceDstOceanShore} from "../Util";
import {AttackExecution} from "./AttackExecution";
import {DisplayMessageEvent, MessageType} from "../../client/graphics/layers/EventsDisplay";
import { PriorityQueue } from "@datastructures-js/priority-queue";
import { Boat, Cell, Execution, MutableBoat, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile, TileEvent } from "../game/Game";
import { and, bfs, manhattanDistWrapped, sourceDstOceanShore } from "../Util";
import { AttackExecution } from "./AttackExecution";
import { DisplayMessageEvent, MessageType } from "../../client/graphics/layers/EventsDisplay";
export class BoatAttackExecution implements Execution {
@@ -145,14 +145,14 @@ export class BoatAttackExecution implements Execution {
}
export class AStar {
private openSet: PriorityQueue<{tile: Tile, fScore: number}>;
private openSet: PriorityQueue<{ tile: Tile, fScore: number }>;
private cameFrom: Map<Tile, Tile>;
private gScore: Map<Tile, number>;
private current: Tile | null;
public completed: boolean;
constructor(private src: Tile, private dst: Tile) {
this.openSet = new PriorityQueue<{tile: Tile, fScore: number}>(
this.openSet = new PriorityQueue<{ tile: Tile, fScore: number }>(
(a, b) => a.fScore - b.fScore
);
this.cameFrom = new Map<Tile, Tile>();
@@ -161,7 +161,7 @@ export class AStar {
this.completed = false;
this.gScore.set(src, 0);
this.openSet.enqueue({tile: src, fScore: this.heuristic(src, dst)});
this.openSet.enqueue({ tile: src, fScore: this.heuristic(src, dst) });
}
compute(iterations: number): boolean {
@@ -189,7 +189,7 @@ export class AStar {
this.gScore.set(neighbor, tentativeGScore);
const fScore = tentativeGScore + this.heuristic(neighbor, this.dst);
this.openSet.enqueue({tile: neighbor, fScore: fScore});
this.openSet.enqueue({ tile: neighbor, fScore: fScore });
}
}
}
+2
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@@ -71,6 +71,8 @@ export class Executor {
return new DonateExecution(intent.sender, intent.recipient, intent.troops)
} else if (intent.type == "nuke") {
return new NukeExecution(intent.sender, new Cell(intent.x, intent.y), intent.magnitude)
} else if (intent.type == "troop_ratio") {
return new SetTargetTroopRatioExecution(intent.player, intent.ratio)
} else {
throw new Error(`intent type ${intent} not found`)
}
+1 -1
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@@ -64,7 +64,7 @@ export class FakeHumanExecution implements Execution {
return
}
if (this.player.troops() < this.mg.config().maxTroops(this.player) / 4) {
if (this.player.troops() < this.mg.config().maxManpower(this.player) / 4) {
return
}
+3 -3
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@@ -1,6 +1,6 @@
import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, Tile} from "../game/Game";
import {PseudoRandom} from "../PseudoRandom";
import {bfs, dist, euclideanDist, manhattanDist} from "../Util";
import { Cell, Execution, MutableGame, MutablePlayer, PlayerID, Tile } from "../game/Game";
import { PseudoRandom } from "../PseudoRandom";
import { bfs, dist, euclideanDist, manhattanDist } from "../Util";
export class NukeExecution implements Execution {
+7 -5
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@@ -1,7 +1,7 @@
import {Config} from "../configuration/Config"
import {Execution, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile} from "../game/Game"
import {bfs, calculateBoundingBox, getMode, inscribed, simpleHash} from "../Util"
import {GameImpl} from "../game/GameImpl"
import { Config } from "../configuration/Config"
import { Execution, MutableGame, MutablePlayer, Player, PlayerID, TerraNullius, Tile } from "../game/Game"
import { bfs, calculateBoundingBox, getMode, inscribed, simpleHash } from "../Util"
import { GameImpl } from "../game/GameImpl"
export class PlayerExecution implements Execution {
@@ -30,7 +30,9 @@ export class PlayerExecution implements Execution {
if (ticks < this.config.numSpawnPhaseTurns()) {
return
}
this.player.setTroops(this.config.troopAdditionRate(this.player))
this.player.addManpower(this.config.manpowerAdditionRate(this.player))
this.player.addGold(this.config.goldAdditionRate(this.player))
this.player.addTroops(this.config.troopAdjustmentRate(this.player))
const alliances = Array.from(this.player.alliances())
for (const alliance of alliances) {
@@ -0,0 +1,37 @@
import { Execution, MutableGame, MutablePlayer, PlayerID } from "../game/Game";
export class SetTargetTroopRatioExecution implements Execution {
private player: MutablePlayer
private active = true
constructor(private playerID: PlayerID, private targetTroopsRatio: number) { }
init(mg: MutableGame, ticks: number): void {
this.player = mg.player(this.playerID)
}
tick(ticks: number): void {
if (this.targetTroopsRatio < 0 || this.targetTroopsRatio > 1) {
console.warn(`target troop ratio of ${this.targetTroopsRatio} for player ${this.player} invalid`)
} else {
this.player.setTargetTroopRatio(this.targetTroopsRatio)
}
this.active = false
}
owner(): MutablePlayer {
return null
}
isActive(): boolean {
return this.active
}
activeDuringSpawnPhase(): boolean {
return false
}
}
+5 -5
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@@ -1,7 +1,7 @@
import {Cell, Execution, MutableGame, MutablePlayer, PlayerInfo, PlayerType} from "../game/Game"
import {BotExecution} from "./BotExecution"
import {PlayerExecution} from "./PlayerExecution"
import {getSpawnCells} from "./Util"
import { Cell, Execution, MutableGame, MutablePlayer, PlayerInfo, PlayerType } from "../game/Game"
import { BotExecution } from "./BotExecution"
import { PlayerExecution } from "./PlayerExecution"
import { getSpawnCells } from "./Util"
export class SpawnExecution implements Execution {
@@ -33,7 +33,7 @@ export class SpawnExecution implements Execution {
return
}
const player = this.mg.addPlayer(this.playerInfo, this.mg.config().startTroops(this.playerInfo))
const player = this.mg.addPlayer(this.playerInfo, this.mg.config().startManpower(this.playerInfo))
getSpawnCells(this.mg, this.cell).forEach(c => {
player.conquer(this.mg.tile(c))
})