mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 21:04:14 +00:00
Fixed: Creative mode no longer applies to bots and npcs
This commit is contained in:
@@ -1,417 +1,450 @@
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import {
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Difficulty,
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Game,
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GameType,
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Gold,
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Player,
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PlayerInfo,
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PlayerType,
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TerrainType,
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TerraNullius,
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Tick,
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UnitInfo,
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UnitType,
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} from "../game/Game";
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import { GameMap, TileRef } from "../game/GameMap";
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import { PlayerView } from "../game/GameView";
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import { GameConfig } from "../Schemas";
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import { assertNever, within } from "../Util";
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import { Config, ServerConfig, Theme } from "./Config";
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import { pastelTheme } from "./PastelTheme";
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Difficulty,
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Game,
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GameType,
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Gold,
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Player,
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PlayerInfo,
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PlayerType,
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TerrainType,
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TerraNullius,
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Tick,
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UnitInfo,
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UnitType,
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} from '../game/Game';
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import { GameMap, TileRef } from '../game/GameMap';
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import { PlayerView } from '../game/GameView';
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import { GameConfig } from '../Schemas';
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import { assertNever, within } from '../Util';
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import { Config, ServerConfig, Theme } from './Config';
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import { pastelTheme } from './PastelTheme';
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export abstract class DefaultServerConfig implements ServerConfig {
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turnIntervalMs(): number {
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return 100;
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}
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gameCreationRate(): number {
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return 1 * 60 * 1000;
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}
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lobbyLifetime(): number {
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return 2 * 60 * 1000;
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}
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turnIntervalMs(): number {
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return 100;
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}
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gameCreationRate(): number {
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return 1 * 60 * 1000;
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}
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lobbyLifetime(): number {
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return 2 * 60 * 1000;
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}
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}
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export class DefaultConfig implements Config {
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constructor(
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private _serverConfig: ServerConfig,
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private _gameConfig: GameConfig
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) {}
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spawnImmunityDuration(): Tick {
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return 5 * 10;
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}
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constructor(
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private _serverConfig: ServerConfig,
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private _gameConfig: GameConfig
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) {}
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spawnImmunityDuration(): Tick {
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return 5 * 10;
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}
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gameConfig(): GameConfig {
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return this._gameConfig;
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}
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gameConfig(): GameConfig {
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return this._gameConfig;
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}
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serverConfig(): ServerConfig {
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return this._serverConfig;
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}
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serverConfig(): ServerConfig {
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return this._serverConfig;
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}
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difficultyModifier(difficulty: Difficulty): number {
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switch (difficulty) {
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case Difficulty.Easy:
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return 1;
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case Difficulty.Medium:
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return 3;
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case Difficulty.Hard:
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return 9;
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case Difficulty.Impossible:
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return 18;
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}
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}
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difficultyModifier(difficulty: Difficulty): number {
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switch (difficulty) {
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case Difficulty.Easy:
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return 1;
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case Difficulty.Medium:
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return 3;
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case Difficulty.Hard:
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return 9;
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case Difficulty.Impossible:
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return 18;
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}
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}
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cityPopulationIncrease(): number {
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return 250_000;
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}
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cityPopulationIncrease(): number {
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return 250_000;
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}
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falloutDefenseModifier(): number {
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return 5;
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}
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falloutDefenseModifier(): number {
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return 5;
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}
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defensePostRange(): number {
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return 30;
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}
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defensePostDefenseBonus(): number {
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return 5;
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}
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spawnNPCs(): boolean {
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return !this._gameConfig.disableNPCs;
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}
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spawnBots(): boolean {
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return !this._gameConfig.disableBots;
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}
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creativeMode(): boolean {
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return this._gameConfig.creativeMode;
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}
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tradeShipGold(dist: number): Gold {
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return 10000 + 100 * Math.pow(dist, 1.1);
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}
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tradeShipSpawnRate(): number {
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return 500;
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}
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defensePostRange(): number {
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return 30;
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}
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defensePostDefenseBonus(): number {
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return 5;
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}
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spawnNPCs(): boolean {
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return !this._gameConfig.disableNPCs;
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}
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spawnBots(): boolean {
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return !this._gameConfig.disableBots;
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}
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creativeMode(): boolean {
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return this._gameConfig.creativeMode;
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}
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tradeShipGold(dist: number): Gold {
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return 10000 + 100 * Math.pow(dist, 1.1);
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}
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tradeShipSpawnRate(): number {
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return 500;
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}
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unitInfo(type: UnitType): UnitInfo {
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switch (type) {
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case UnitType.TransportShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.Warship:
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return {
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cost: (p: Player) => this.creativeMode() ? 0 : (p.units(UnitType.Warship).length + 1) * 250_000,
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territoryBound: false,
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maxHealth: 1000,
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};
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case UnitType.Shell:
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return {
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cost: () => 0,
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territoryBound: false,
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damage: 250,
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};
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case UnitType.Port:
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return {
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cost: (p: Player) =>
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this.creativeMode() ? 0 :
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Math.min(
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1_000_000,
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Math.pow(2, p.units(UnitType.Port).length) * 250_000
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),
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 2 * 10,
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};
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case UnitType.AtomBomb:
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return {
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cost: () => this.creativeMode() ? 0 : 750_000,
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territoryBound: false,
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};
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case UnitType.HydrogenBomb:
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return {
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cost: () => this.creativeMode() ? 0 : 5_000_000,
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territoryBound: false,
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};
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case UnitType.MIRV:
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return {
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cost: () => this.creativeMode() ? 0 : 10_000_000,
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territoryBound: false,
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};
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case UnitType.MIRVWarhead:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.TradeShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.MissileSilo:
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return {
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cost: () => this.creativeMode() ? 0 : 1_000_000,
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 10 * 10,
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};
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case UnitType.DefensePost:
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return {
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cost: (p: Player) =>
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this.creativeMode() ? 0 :
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Math.min(
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250_000,
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(p.units(UnitType.DefensePost).length + 1) * 50_000
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),
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 5 * 10,
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};
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case UnitType.City:
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return {
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cost: (p: Player) =>
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this.creativeMode() ? 0 :
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Math.min(
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1_000_000,
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Math.pow(2, p.units(UnitType.City).length) * 125_000
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),
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 2 * 10,
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};
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case UnitType.Construction:
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return {
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cost: () => 0,
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territoryBound: true,
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};
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default:
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assertNever(type);
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}
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}
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defaultDonationAmount(sender: Player): number {
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return Math.floor(sender.troops() / 3);
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}
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donateCooldown(): Tick {
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return 10 * 10;
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}
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emojiMessageDuration(): Tick {
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return 5 * 10;
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}
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emojiMessageCooldown(): Tick {
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return 15 * 10;
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}
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targetDuration(): Tick {
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return 10 * 10;
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}
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targetCooldown(): Tick {
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return 15 * 10;
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}
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allianceRequestCooldown(): Tick {
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return 30 * 10;
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}
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allianceDuration(): Tick {
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return 600 * 10;
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}
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percentageTilesOwnedToWin(): number {
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return 80;
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}
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boatMaxNumber(): number {
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return 3;
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}
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boatMaxDistance(): number {
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return 500;
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}
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numSpawnPhaseTurns(): number {
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return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
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}
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numBots(): number {
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return 400;
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}
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theme(): Theme {
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return pastelTheme;
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}
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unitInfo(type: UnitType): UnitInfo {
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switch (type) {
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case UnitType.TransportShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.Warship:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
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? 0
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: (p.units(UnitType.Warship).length + 1) * 250_000,
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territoryBound: false,
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maxHealth: 1000,
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};
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case UnitType.Shell:
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return {
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cost: () => 0,
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territoryBound: false,
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damage: 250,
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};
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case UnitType.Port:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
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? 0
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: Math.min(
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1_000_000,
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Math.pow(2, p.units(UnitType.Port).length) *
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250_000
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),
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 2 * 10,
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};
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case UnitType.AtomBomb:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
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? 0
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: 750_000,
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territoryBound: false,
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};
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case UnitType.HydrogenBomb:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
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? 0
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: 5_000_000,
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territoryBound: false,
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};
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case UnitType.MIRV:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
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? 0
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: 10_000_000,
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territoryBound: false,
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};
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case UnitType.MIRVWarhead:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.TradeShip:
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return {
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cost: () => 0,
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territoryBound: false,
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};
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case UnitType.MissileSilo:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.creativeMode()
|
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? 0
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: 1_000_000,
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territoryBound: true,
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constructionDuration: this.creativeMode() ? 0 : 10 * 10,
|
||||
};
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case UnitType.DefensePost:
|
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return {
|
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cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
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: Math.min(
|
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250_000,
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(p.units(UnitType.DefensePost).length + 1) *
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50_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 5 * 10,
|
||||
};
|
||||
case UnitType.City:
|
||||
return {
|
||||
cost: (p: Player) =>
|
||||
p.type() == PlayerType.Human && this.creativeMode()
|
||||
? 0
|
||||
: Math.min(
|
||||
1_000_000,
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||||
Math.pow(2, p.units(UnitType.City).length) *
|
||||
125_000
|
||||
),
|
||||
territoryBound: true,
|
||||
constructionDuration: this.creativeMode() ? 0 : 2 * 10,
|
||||
};
|
||||
case UnitType.Construction:
|
||||
return {
|
||||
cost: () => 0,
|
||||
territoryBound: true,
|
||||
};
|
||||
default:
|
||||
assertNever(type);
|
||||
}
|
||||
}
|
||||
defaultDonationAmount(sender: Player): number {
|
||||
return Math.floor(sender.troops() / 3);
|
||||
}
|
||||
donateCooldown(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
emojiMessageDuration(): Tick {
|
||||
return 5 * 10;
|
||||
}
|
||||
emojiMessageCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
targetDuration(): Tick {
|
||||
return 10 * 10;
|
||||
}
|
||||
targetCooldown(): Tick {
|
||||
return 15 * 10;
|
||||
}
|
||||
allianceRequestCooldown(): Tick {
|
||||
return 30 * 10;
|
||||
}
|
||||
allianceDuration(): Tick {
|
||||
return 600 * 10;
|
||||
}
|
||||
percentageTilesOwnedToWin(): number {
|
||||
return 80;
|
||||
}
|
||||
boatMaxNumber(): number {
|
||||
return 3;
|
||||
}
|
||||
boatMaxDistance(): number {
|
||||
return 500;
|
||||
}
|
||||
numSpawnPhaseTurns(): number {
|
||||
return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
|
||||
}
|
||||
numBots(): number {
|
||||
return 400;
|
||||
}
|
||||
theme(): Theme {
|
||||
return pastelTheme;
|
||||
}
|
||||
|
||||
attackLogic(
|
||||
gm: Game,
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
tileToConquer: TileRef
|
||||
): {
|
||||
attackerTroopLoss: number;
|
||||
defenderTroopLoss: number;
|
||||
tilesPerTickUsed: number;
|
||||
} {
|
||||
let mag = 0;
|
||||
let speed = 0;
|
||||
const type = gm.terrainType(tileToConquer);
|
||||
switch (type) {
|
||||
case TerrainType.Plains:
|
||||
mag = 80;
|
||||
speed = 15;
|
||||
break;
|
||||
case TerrainType.Highland:
|
||||
mag = 100;
|
||||
speed = 20;
|
||||
break;
|
||||
case TerrainType.Mountain:
|
||||
mag = 120;
|
||||
speed = 25;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`terrain type ${type} not supported`);
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
for (const dp of gm.nearbyDefensePosts(tileToConquer)) {
|
||||
if (dp.owner() == defender) {
|
||||
mag *= this.defensePostDefenseBonus();
|
||||
speed *= this.defensePostDefenseBonus();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
attackLogic(
|
||||
gm: Game,
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
tileToConquer: TileRef
|
||||
): {
|
||||
attackerTroopLoss: number;
|
||||
defenderTroopLoss: number;
|
||||
tilesPerTickUsed: number;
|
||||
} {
|
||||
let mag = 0;
|
||||
let speed = 0;
|
||||
const type = gm.terrainType(tileToConquer);
|
||||
switch (type) {
|
||||
case TerrainType.Plains:
|
||||
mag = 80;
|
||||
speed = 15;
|
||||
break;
|
||||
case TerrainType.Highland:
|
||||
mag = 100;
|
||||
speed = 20;
|
||||
break;
|
||||
case TerrainType.Mountain:
|
||||
mag = 120;
|
||||
speed = 25;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`terrain type ${type} not supported`);
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
for (const dp of gm.nearbyDefensePosts(tileToConquer)) {
|
||||
if (dp.owner() == defender) {
|
||||
mag *= this.defensePostDefenseBonus();
|
||||
speed *= this.defensePostDefenseBonus();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gm.hasFallout(tileToConquer)) {
|
||||
mag *= this.falloutDefenseModifier();
|
||||
speed *= this.falloutDefenseModifier();
|
||||
}
|
||||
if (gm.hasFallout(tileToConquer)) {
|
||||
mag *= this.falloutDefenseModifier();
|
||||
speed *= this.falloutDefenseModifier();
|
||||
}
|
||||
|
||||
if (attacker.isPlayer() && defender.isPlayer()) {
|
||||
if (
|
||||
attacker.type() == PlayerType.Human &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
if (
|
||||
attacker.type() == PlayerType.FakeHuman &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
}
|
||||
if (attacker.isPlayer() && defender.isPlayer()) {
|
||||
if (
|
||||
attacker.type() == PlayerType.Human &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
if (
|
||||
attacker.type() == PlayerType.FakeHuman &&
|
||||
defender.type() == PlayerType.Bot
|
||||
) {
|
||||
mag *= 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
if (defender.isPlayer()) {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
within(defender.troops() / (2.5 * attackTroops), 0.1, 10) * mag,
|
||||
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
|
||||
tilesPerTickUsed:
|
||||
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) * speed,
|
||||
};
|
||||
} else {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
|
||||
defenderTroopLoss: 0,
|
||||
tilesPerTickUsed: within(
|
||||
(2000 * Math.max(10, speed)) / attackTroops,
|
||||
5,
|
||||
100
|
||||
),
|
||||
};
|
||||
}
|
||||
}
|
||||
if (defender.isPlayer()) {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
within(defender.troops() / (2.5 * attackTroops), 0.1, 10) *
|
||||
mag,
|
||||
defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
|
||||
tilesPerTickUsed:
|
||||
within(defender.troops() / (5 * attackTroops), 0.2, 1.5) *
|
||||
speed,
|
||||
};
|
||||
} else {
|
||||
return {
|
||||
attackerTroopLoss:
|
||||
attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
|
||||
defenderTroopLoss: 0,
|
||||
tilesPerTickUsed: within(
|
||||
(2000 * Math.max(10, speed)) / attackTroops,
|
||||
5,
|
||||
100
|
||||
),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
attackTilesPerTick(
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
numAdjacentTilesWithEnemy: number
|
||||
): number {
|
||||
if (defender.isPlayer()) {
|
||||
return (
|
||||
within(((5 * attackTroops) / defender.troops()) * 2, 0.01, 0.5) *
|
||||
numAdjacentTilesWithEnemy *
|
||||
3
|
||||
);
|
||||
} else {
|
||||
return numAdjacentTilesWithEnemy * 2;
|
||||
}
|
||||
}
|
||||
attackTilesPerTick(
|
||||
attackTroops: number,
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius,
|
||||
numAdjacentTilesWithEnemy: number
|
||||
): number {
|
||||
if (defender.isPlayer()) {
|
||||
return (
|
||||
within(
|
||||
((5 * attackTroops) / defender.troops()) * 2,
|
||||
0.01,
|
||||
0.5
|
||||
) *
|
||||
numAdjacentTilesWithEnemy *
|
||||
3
|
||||
);
|
||||
} else {
|
||||
return numAdjacentTilesWithEnemy * 2;
|
||||
}
|
||||
}
|
||||
|
||||
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
|
||||
return Math.floor(attacker.troops() / 5);
|
||||
}
|
||||
boatAttackAmount(
|
||||
attacker: Player,
|
||||
defender: Player | TerraNullius
|
||||
): number {
|
||||
return Math.floor(attacker.troops() / 5);
|
||||
}
|
||||
|
||||
attackAmount(attacker: Player, defender: Player | TerraNullius) {
|
||||
if (attacker.type() == PlayerType.Bot) {
|
||||
return attacker.troops() / 20;
|
||||
} else {
|
||||
return attacker.troops() / 5;
|
||||
}
|
||||
}
|
||||
attackAmount(attacker: Player, defender: Player | TerraNullius) {
|
||||
if (attacker.type() == PlayerType.Bot) {
|
||||
return attacker.troops() / 20;
|
||||
} else {
|
||||
return attacker.troops() / 5;
|
||||
}
|
||||
}
|
||||
|
||||
startManpower(playerInfo: PlayerInfo): number {
|
||||
if (playerInfo.playerType == PlayerType.Bot) {
|
||||
return 10_000;
|
||||
}
|
||||
if (playerInfo.playerType == PlayerType.FakeHuman) {
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 2_500 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Medium:
|
||||
return 5_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Hard:
|
||||
return 15_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Impossible:
|
||||
return 20_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
}
|
||||
}
|
||||
return this.creativeMode() ? 1_000_000 : 25_000;
|
||||
}
|
||||
startManpower(playerInfo: PlayerInfo): number {
|
||||
if (playerInfo.playerType == PlayerType.Bot) {
|
||||
return 10_000;
|
||||
}
|
||||
if (playerInfo.playerType == PlayerType.FakeHuman) {
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return 2_500 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Medium:
|
||||
return 5_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Hard:
|
||||
return 15_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
case Difficulty.Impossible:
|
||||
return 20_000 * (playerInfo?.nation?.strength ?? 1);
|
||||
}
|
||||
}
|
||||
return this.creativeMode() ? 1_000_000 : 25_000;
|
||||
}
|
||||
|
||||
maxPopulation(player: Player | PlayerView): number {
|
||||
let maxPop = this.creativeMode() ? 999_999_999_999 :
|
||||
2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
||||
player.units(UnitType.City).length * this.cityPopulationIncrease();
|
||||
maxPopulation(player: Player | PlayerView): number {
|
||||
let maxPop =
|
||||
player.type() == PlayerType.Human && this.creativeMode()
|
||||
? 999_999_999_999
|
||||
: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
|
||||
player.units(UnitType.City).length *
|
||||
this.cityPopulationIncrease();
|
||||
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
return maxPop / 2;
|
||||
}
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
return maxPop / 2;
|
||||
}
|
||||
|
||||
if (player.type() == PlayerType.Human) {
|
||||
return maxPop;
|
||||
}
|
||||
if (player.type() == PlayerType.Human) {
|
||||
return maxPop;
|
||||
}
|
||||
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return maxPop * 0.5;
|
||||
case Difficulty.Medium:
|
||||
return maxPop * 0.7;
|
||||
case Difficulty.Hard:
|
||||
return maxPop * 1;
|
||||
case Difficulty.Impossible:
|
||||
return maxPop * 1.5;
|
||||
}
|
||||
}
|
||||
switch (this._gameConfig.difficulty) {
|
||||
case Difficulty.Easy:
|
||||
return maxPop * 0.5;
|
||||
case Difficulty.Medium:
|
||||
return maxPop * 0.7;
|
||||
case Difficulty.Hard:
|
||||
return maxPop * 1;
|
||||
case Difficulty.Impossible:
|
||||
return maxPop * 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
populationIncreaseRate(player: Player): number {
|
||||
let max = this.maxPopulation(player);
|
||||
populationIncreaseRate(player: Player): number {
|
||||
let max = this.maxPopulation(player);
|
||||
|
||||
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
|
||||
let toAdd = 10 + Math.pow(player.population(), 0.73) / 4;
|
||||
|
||||
const ratio = 1 - player.population() / max;
|
||||
toAdd *= ratio;
|
||||
const ratio = 1 - player.population() / max;
|
||||
toAdd *= ratio;
|
||||
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
toAdd *= 0.7;
|
||||
}
|
||||
if (player.type() == PlayerType.Bot) {
|
||||
toAdd *= 0.7;
|
||||
}
|
||||
|
||||
return Math.min(player.population() + toAdd, max) - player.population();
|
||||
}
|
||||
return Math.min(player.population() + toAdd, max) - player.population();
|
||||
}
|
||||
|
||||
goldAdditionRate(player: Player): number {
|
||||
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
|
||||
}
|
||||
goldAdditionRate(player: Player): number {
|
||||
return Math.sqrt(player.workers() * player.numTilesOwned()) / 200;
|
||||
}
|
||||
|
||||
troopAdjustmentRate(player: Player): number {
|
||||
const maxDiff = this.maxPopulation(player) / 1000;
|
||||
const target = player.population() * player.targetTroopRatio();
|
||||
const diff = target - player.troops();
|
||||
if (Math.abs(diff) < maxDiff) {
|
||||
return diff;
|
||||
}
|
||||
const adjustment = maxDiff * Math.sign(diff);
|
||||
// Can ramp down troops much faster
|
||||
if (adjustment < 0) {
|
||||
return adjustment * 5;
|
||||
}
|
||||
return adjustment;
|
||||
}
|
||||
troopAdjustmentRate(player: Player): number {
|
||||
const maxDiff = this.maxPopulation(player) / 1000;
|
||||
const target = player.population() * player.targetTroopRatio();
|
||||
const diff = target - player.troops();
|
||||
if (Math.abs(diff) < maxDiff) {
|
||||
return diff;
|
||||
}
|
||||
const adjustment = maxDiff * Math.sign(diff);
|
||||
// Can ramp down troops much faster
|
||||
if (adjustment < 0) {
|
||||
return adjustment * 5;
|
||||
}
|
||||
return adjustment;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user