mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 00:11:56 +00:00
further optimization
This commit is contained in:
@@ -15,24 +15,30 @@ import { PseudoRandom } from "../PseudoRandom";
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const malusForRetreat = 25;
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// This class handles the lifecycle of an attack between one player and a target.
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// It determines what tiles to conquer, resolves combat logic, and manages retreat/end conditions.
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export class AttackExecution implements Execution {
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private breakAlliance = false;
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private active: boolean = true;
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private toConquerList: TileRef[] = [];
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private toConquerSet = new Set<TileRef>();
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// These are the tiles we are considering conquering
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private toConquerList: TileRef[] = []; // ordered list for random selection
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private toConquerSet = new Set<TileRef>(); // fast presence checks
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private toConquerIndex = new Map<TileRef, number>(); // O(1) removal from list
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private validTileList: TileRef[] = []; // subset of list that is currently on the front line
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private random = new PseudoRandom(123);
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private validToConquer = new Set<TileRef>();
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// Map of each tile to its combat weight and adjacency info
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private tileWeights: Map<
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TileRef,
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{ weight: number; ownedCount: number; valid: boolean }
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> = new Map();
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private _owner: Player;
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private tileWeights: Map<TileRef, { weight: number; ownedCount: number }> =
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new Map();
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private target: Player | TerraNullius;
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private mg: Game;
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private border = new Set<TileRef>();
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private attack: Attack = null;
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constructor(
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@@ -51,10 +57,9 @@ export class AttackExecution implements Execution {
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return false;
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}
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// Initializes the attack object and prepares the first batch of tiles to conquer
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init(mg: Game, ticks: number) {
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if (!this.active) {
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return;
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}
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if (!this.active) return;
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this.mg = mg;
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if (!mg.hasPlayer(this._ownerID)) {
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@@ -62,6 +67,7 @@ export class AttackExecution implements Execution {
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this.active = false;
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return;
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}
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if (this._targetID != null && !mg.hasPlayer(this._targetID)) {
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console.warn(`target ${this._targetID} not found`);
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this.active = false;
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@@ -70,17 +76,17 @@ export class AttackExecution implements Execution {
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this._owner = mg.player(this._ownerID);
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this.target =
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this._targetID == this.mg.terraNullius().id()
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this._targetID === this.mg.terraNullius().id()
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? mg.terraNullius()
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: mg.player(this._targetID);
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if (this.target && this.target.isPlayer()) {
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// Embargo if non-bots are fighting
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if (this.target.isPlayer()) {
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const targetPlayer = this.target as Player;
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if (
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targetPlayer.type() != PlayerType.Bot &&
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this._owner.type() != PlayerType.Bot
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) {
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// Don't let bots embargo since they can't trade anyways.
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targetPlayer.addEmbargo(this._owner.id());
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}
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}
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@@ -91,6 +97,7 @@ export class AttackExecution implements Execution {
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return;
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}
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// Prevent attacks during spawn protection
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if (
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this.target.isPlayer() &&
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this.mg.config().numSpawnPhaseTurns() +
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@@ -102,24 +109,27 @@ export class AttackExecution implements Execution {
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return;
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}
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// Determine troop count
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if (this.startTroops == null) {
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this.startTroops = this.mg
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.config()
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.attackAmount(this._owner, this.target);
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}
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if (this.removeTroops) {
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this.startTroops = Math.min(this._owner.troops(), this.startTroops);
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this._owner.removeTroops(this.startTroops);
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}
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this.attack = this._owner.createAttack(
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this.target,
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this.startTroops,
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this.sourceTile,
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);
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// Cancel out opposing incoming attacks
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for (const incoming of this._owner.incomingAttacks()) {
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if (incoming.attacker() == this.target) {
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// Target has opposing attack, cancel them out
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if (incoming.troops() > this.attack.troops()) {
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incoming.setTroops(incoming.troops() - this.attack.troops());
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this.attack.delete();
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@@ -131,13 +141,14 @@ export class AttackExecution implements Execution {
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}
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}
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}
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// Combine with duplicate outgoing attack
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for (const outgoing of this._owner.outgoingAttacks()) {
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if (
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outgoing != this.attack &&
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outgoing.target() == this.attack.target() &&
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outgoing.sourceTile() == this.attack.sourceTile()
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) {
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// Existing attack on same target, add troops
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outgoing.setTroops(outgoing.troops() + this.attack.troops());
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this.active = false;
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this.attack.delete();
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@@ -145,6 +156,7 @@ export class AttackExecution implements Execution {
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}
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}
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// Start conquest from source tile or full border
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if (this.sourceTile != null) {
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this.addNeighbors(this.sourceTile);
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} else {
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@@ -153,23 +165,27 @@ export class AttackExecution implements Execution {
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if (this.target.isPlayer()) {
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if (this._owner.isAlliedWith(this.target)) {
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// No updates should happen in init.
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this.breakAlliance = true;
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}
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this.target.updateRelation(this._owner, -80);
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}
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}
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// Rebuilds the list of tiles to conquer from scratch
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private refreshToConquer() {
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this.toConquerList = [];
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this.toConquerSet.clear();
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this.validToConquer.clear();
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this.toConquerIndex.clear();
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this.border.clear();
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this.tileWeights.forEach((entry) => (entry.valid = false));
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this.validTileList = [];
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for (const tile of this._owner.borderTiles()) {
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this.addNeighbors(tile);
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}
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}
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// Retreats from battle, possibly killing some troops
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private retreat(malusPercent = 0) {
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const deaths = this.attack.troops() * (malusPercent / 100);
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if (deaths) {
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@@ -184,33 +200,27 @@ export class AttackExecution implements Execution {
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this.active = false;
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}
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// Runs attack logic every game tick: conquers tiles, calculates losses, refreshes conquest front
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tick(ticks: number) {
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if (this.attack.retreated()) {
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if (this.attack.target().isPlayer()) {
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this.retreat(malusForRetreat);
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} else {
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this.retreat();
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}
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this.retreat(this.attack.target().isPlayer() ? malusForRetreat : 0);
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this.active = false;
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return;
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}
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if (this.attack.retreating()) {
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return;
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}
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if (!this.attack.isActive()) {
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if (this.attack.retreating() || !this.attack.isActive()) {
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this.active = false;
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return;
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}
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// Break alliance if needed
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const alliance = this._owner.allianceWith(this.target as Player);
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if (this.breakAlliance && alliance != null) {
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if (this.breakAlliance && alliance) {
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this.breakAlliance = false;
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this._owner.breakAlliance(alliance);
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}
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if (this.target.isPlayer() && this._owner.isAlliedWith(this.target)) {
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// In this case a new alliance was created AFTER the attack started.
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this.retreat();
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return;
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}
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@@ -223,8 +233,6 @@ export class AttackExecution implements Execution {
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this.target,
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this.border.size + this.random.nextInt(0, 5),
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);
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// consolex.log(`num tiles per tick: ${numTilesPerTick}`)
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// consolex.log(`num execs: ${this.mg.executions().length}`)
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while (numTilesPerTick > 0) {
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if (this.attack.troops() < 1) {
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@@ -239,22 +247,20 @@ export class AttackExecution implements Execution {
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return;
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}
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// Step 1: Separate tiles by number of adjacent owned tiles
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const priorityTiles: { tile: TileRef; weight: number }[] = [];
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const fallbackTiles: { tile: TileRef; weight: number }[] = [];
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const validTiles = this.toConquerList.filter((tile) =>
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this.validToConquer.has(tile),
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);
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const validTiles = this.validTileList;
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if (validTiles.length === 0) {
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this.retreat();
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return;
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}
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// Prioritize tiles touching 3+ owned neighbors
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const priorityTiles: { tile: TileRef; weight: number }[] = [];
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const fallbackTiles: { tile: TileRef; weight: number }[] = [];
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for (const tile of validTiles) {
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const cached = this.tileWeights.get(tile);
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if (!cached) continue;
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const { weight, ownedCount } = cached;
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const meta = this.tileWeights.get(tile);
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if (!meta) continue;
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const { weight, ownedCount } = meta;
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if (ownedCount >= 3) {
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priorityTiles.push({ tile, weight });
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} else {
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@@ -262,16 +268,14 @@ export class AttackExecution implements Execution {
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}
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}
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// Step 2: Pick from priority group if available, else fallback
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const candidates =
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priorityTiles.length > 0 ? priorityTiles : fallbackTiles;
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if (candidates.length === 0) {
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this.retreat();
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return;
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}
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// Step 1: Build cumulative weight array
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// Weighted random selection
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const cumulativeWeights: number[] = [];
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let runningTotal = 0;
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for (const { weight } of candidates) {
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@@ -284,9 +288,7 @@ export class AttackExecution implements Execution {
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return;
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}
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// Step 2: Binary search for tile
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const r = (this.random.nextInt(0, 10000) / 10000) * runningTotal;
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let low = 0;
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let high = cumulativeWeights.length - 1;
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while (low < high) {
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@@ -297,27 +299,38 @@ export class AttackExecution implements Execution {
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low = mid + 1;
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}
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}
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const tileToConquer = candidates[low].tile;
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// Remove selected tile from the conquer list
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const index = this.toConquerList.indexOf(tileToConquer);
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if (index !== -1) {
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this.toConquerList.splice(index, 1);
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// Remove tile from list/set/index after selection
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const index = this.toConquerIndex.get(tileToConquer);
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if (index !== undefined) {
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const last = this.toConquerList.length - 1;
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const lastTile = this.toConquerList[last];
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this.toConquerList[index] = lastTile;
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this.toConquerIndex.set(lastTile, index);
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this.toConquerList.pop();
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this.toConquerSet.delete(tileToConquer);
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this.toConquerIndex.delete(tileToConquer);
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}
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const meta = this.tileWeights.get(tileToConquer);
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if (meta) {
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meta.valid = false;
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this.validTileList = this.validTileList.filter(
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(t) => t !== tileToConquer,
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);
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}
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this.validToConquer.delete(tileToConquer);
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this.border.delete(tileToConquer);
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const onBorder =
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this.mg
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.neighbors(tileToConquer)
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.filter((t) => this.mg.owner(t) == this._owner).length > 0;
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if (this.mg.owner(tileToConquer) != this.target || !onBorder) {
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continue;
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}
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// Make sure tile still borders friendly land
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const onBorder = this.mg
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.neighbors(tileToConquer)
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.some((t) => this.mg.owner(t) == this._owner);
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if (this.mg.owner(tileToConquer) != this.target || !onBorder) continue;
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this.addNeighbors(tileToConquer);
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const posture: "retreat" | "balanced" | "hold" = "balanced";
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const { attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed } = this.mg
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.config()
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@@ -328,25 +341,29 @@ export class AttackExecution implements Execution {
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this.target,
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tileToConquer,
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);
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numTilesPerTick -= tilesPerTickUsed;
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this.attack.setTroops(this.attack.troops() - attackerTroopLoss);
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if (this.target.isPlayer()) {
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this.target.removeTroops(defenderTroopLoss);
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}
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if (this.target.isPlayer()) this.target.removeTroops(defenderTroopLoss);
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this._owner.conquer(tileToConquer);
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// Update border and validity of neighbor tiles
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for (const neighbor of this.mg.neighbors(tileToConquer)) {
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if (this.toConquerSet.has(neighbor)) {
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const onBorder = this.mg
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.neighbors(neighbor)
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.some((t) => this.mg.owner(t) === this._owner);
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if (onBorder) {
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this.validToConquer.add(neighbor);
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} else {
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this.validToConquer.delete(neighbor);
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const meta = this.tileWeights.get(neighbor);
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if (meta) {
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meta.valid = onBorder;
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if (onBorder && !this.validTileList.includes(neighbor)) {
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this.validTileList.push(neighbor);
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} else if (!onBorder) {
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this.validTileList = this.validTileList.filter(
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(t) => t !== neighbor,
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);
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}
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}
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this.updateTileWeight(neighbor);
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}
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}
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@@ -355,14 +372,17 @@ export class AttackExecution implements Execution {
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}
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}
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// Adds enemy neighbors of a tile to the conquest frontier
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private addNeighbors(tile: TileRef) {
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for (const neighbor of this.mg.neighbors(tile)) {
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if (this.mg.isWater(neighbor) || this.mg.owner(neighbor) != this.target) {
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if (this.mg.isWater(neighbor) || this.mg.owner(neighbor) != this.target)
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continue;
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}
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this.border.add(neighbor);
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if (!this.toConquerSet.has(neighbor)) {
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this.toConquerSet.add(neighbor);
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this.toConquerIndex.set(neighbor, this.toConquerList.length);
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this.toConquerList.push(neighbor);
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this.updateTileWeight(neighbor);
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}
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@@ -370,23 +390,25 @@ export class AttackExecution implements Execution {
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const onBorder = this.mg
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.neighbors(neighbor)
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.some((t) => this.mg.owner(t) === this._owner);
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if (onBorder) {
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this.validToConquer.add(neighbor);
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} else {
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this.validToConquer.delete(neighbor);
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const meta = this.tileWeights.get(neighbor);
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if (meta) {
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meta.valid = onBorder;
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if (onBorder && !this.validTileList.includes(neighbor)) {
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this.validTileList.push(neighbor);
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} else if (!onBorder) {
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this.validTileList = this.validTileList.filter((t) => t !== neighbor);
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}
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}
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}
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}
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// If defender collapses (few tiles left), conquer everything and transfer gold
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private handleDeadDefender() {
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if (!(this.target.isPlayer() && this.target.numTilesOwned() < 100)) return;
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const gold = this.target.gold();
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this.mg.displayMessage(
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`Conquered ${this.target.displayName()} received ${renderNumber(
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gold,
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)} gold`,
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`Conquered ${this.target.displayName()} received ${renderNumber(gold)} gold`,
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MessageType.SUCCESS,
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this._owner.id(),
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);
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@@ -413,6 +435,7 @@ export class AttackExecution implements Execution {
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}
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}
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// Recomputes how desirable a tile is to conquer, based on terrain and neighbor ownership
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private updateTileWeight(tile: TileRef) {
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const neighbors = this.mg.neighbors(tile);
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const ownedCount = neighbors.filter(
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@@ -432,17 +455,19 @@ export class AttackExecution implements Execution {
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break;
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}
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if (ownedCount === 2) {
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weight *= 8;
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}
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if (ownedCount === 2) weight *= 8;
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this.tileWeights.set(tile, { weight, ownedCount });
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const existing = this.tileWeights.get(tile);
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const valid = existing?.valid ?? false;
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this.tileWeights.set(tile, { weight, ownedCount, valid });
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}
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// Returns the player who owns this attack
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owner(): Player {
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return this._owner;
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}
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// Indicates whether the attack is still in progress
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isActive(): boolean {
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return this.active;
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}
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