NPCs send boats at enemies when not adjacent

This commit is contained in:
Evan
2024-12-30 20:23:09 -08:00
parent c1f78e0e3b
commit 309ee84246
2 changed files with 73 additions and 2 deletions
+27 -1
View File
@@ -16,6 +16,7 @@ import { NukeExecution } from "./NukeExecution";
import { MissileSiloExecution } from "./MissileSiloExecution";
import { EmojiExecution } from "./EmojiExecution";
import { AllianceRequestReplyExecution } from "./alliance/AllianceRequestReplyExecution";
import { closestTwoTiles } from "./Util";
export class FakeHumanExecution implements Execution {
@@ -186,10 +187,17 @@ export class FakeHumanExecution implements Execution {
}
}
if (this.player.isAlliedWith(this.enemy)) {
this.enemy = null
return
}
if (this.enemy) {
this.maybeSendNuke(this.enemy)
if (this.player.sharesBorderWith(this.enemy) && !this.player.isAlliedWith(this.enemy)) {
if (this.player.sharesBorderWith(this.enemy)) {
this.sendAttack(this.enemy)
} else {
this.maybeSendBoatAttack(this.enemy)
}
return
}
@@ -221,6 +229,24 @@ export class FakeHumanExecution implements Execution {
}
}
private maybeSendBoatAttack(other: Player) {
const closest = closestTwoTiles(
Array.from(this.player.borderTiles()).filter(t => t.isOceanShore()),
Array.from(other.borderTiles()).filter(t => t.isOceanShore())
)
if (closest == null) {
return
}
if (manhattanDist(closest.x.cell(), closest.y.cell()) < this.mg.config().boatMaxDistance()) {
this.mg.addExecution(new TransportShipExecution(
this.player.id(),
other.id(),
closest.y.cell(),
this.player.troops() / 5
))
}
}
private handleUnits() {
const ports = this.player.units(UnitType.Port)
if (ports.length == 0 && this.player.gold() > this.cost(UnitType.Port)) {
+46 -1
View File
@@ -1,4 +1,4 @@
import {Game, Cell} from "../game/Game";
import { Game, Cell, Tile } from "../game/Game";
export function getSpawnCells(gs: Game, cell: Cell): Cell[] {
@@ -23,3 +23,48 @@ export function getSpawnCells(gs: Game, cell: Cell): Cell[] {
}
return result;
}
export function closestTwoTiles(x: Iterable<Tile>, y: Iterable<Tile>): { x: Tile, y: Tile } {
const xSorted = Array.from(x).sort((a, b) => a.cell().x - b.cell().x);
const ySorted = Array.from(y).sort((a, b) => a.cell().x - b.cell().x);
if (xSorted.length == 0 || ySorted.length == 0) {
return null;
}
let i = 0;
let j = 0;
let minDistance = Infinity;
let result = { x: xSorted[0], y: ySorted[0] };
while (i < xSorted.length && j < ySorted.length) {
const currentX = xSorted[i];
const currentY = ySorted[j];
const distance =
Math.abs(currentX.cell().x - currentY.cell().x) +
Math.abs(currentX.cell().y - currentY.cell().y);
if (distance < minDistance) {
minDistance = distance;
result = { x: currentX, y: currentY };
}
// If we're at the end of X, must move Y forward
if (i === xSorted.length - 1) {
j++;
}
// If we're at the end of Y, must move X forward
else if (j === ySorted.length - 1) {
i++;
}
// Otherwise, move whichever pointer has smaller x value
else if (currentX.cell().x < currentY.cell().x) {
i++;
} else {
j++;
}
}
return result;
}