From 4470c3d58aaac9360240a1f1e8bc08772c2d7000 Mon Sep 17 00:00:00 2001 From: Evan Date: Tue, 4 Nov 2025 11:52:52 -0800 Subject: [PATCH] Discourage trading with nearby ports (#2381) ## Description: The **proximityBonusPortsNb** function increased the likelihood a tradeship would go to a nearby port. But now that trade gold is nerfed from nearby ports, we shouldn't encourage trading with ports that are too close. So now add another factor **tradeShipShortRangeDebuff** That cancels out the proximity bonus if the port is too close. Now tradeships are encouraged to go to ports that are close, but not too close. Also move tradingPorts method to the PortExecution class because that's the only place it's used. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan --- src/core/configuration/Config.ts | 1 + src/core/configuration/DefaultConfig.ts | 9 ++- src/core/execution/PortExecution.ts | 38 +++++++++- src/core/game/Game.ts | 1 - src/core/game/PlayerImpl.ts | 30 -------- tests/PlayerImpl.test.ts | 16 ----- tests/PortExecution.test.ts | 92 +++++++++++++++++++++++++ 7 files changed, 137 insertions(+), 50 deletions(-) create mode 100644 tests/PortExecution.test.ts diff --git a/src/core/configuration/Config.ts b/src/core/configuration/Config.ts index a67396205..971e8b1ad 100644 --- a/src/core/configuration/Config.ts +++ b/src/core/configuration/Config.ts @@ -135,6 +135,7 @@ export interface Config { deleteUnitCooldown(): Tick; defaultDonationAmount(sender: Player): number; unitInfo(type: UnitType): UnitInfo; + tradeShipShortRangeDebuff(): number; tradeShipGold(dist: number, numPorts: number): Gold; tradeShipSpawnRate( numTradeShips: number, diff --git a/src/core/configuration/DefaultConfig.ts b/src/core/configuration/DefaultConfig.ts index a9e9c01a7..3aca8e369 100644 --- a/src/core/configuration/DefaultConfig.ts +++ b/src/core/configuration/DefaultConfig.ts @@ -371,9 +371,10 @@ export class DefaultConfig implements Config { } tradeShipGold(dist: number, numPorts: number): Gold { - // Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under 200 + // Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff. + const debuff = this.tradeShipShortRangeDebuff(); const baseGold = - 100_000 / (1 + Math.exp(-0.03 * (dist - 200))) + 100 * dist; + 100_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 100 * dist; const numPortBonus = numPorts - 1; // Hyperbolic decay, midpoint at 5 ports, 3x bonus max. const bonus = 1 + 2 * (numPortBonus / (numPortBonus + 5)); @@ -777,6 +778,10 @@ export class DefaultConfig implements Config { return 20; } + tradeShipShortRangeDebuff(): number { + return 200; + } + proximityBonusPortsNb(totalPorts: number) { return within(totalPorts / 3, 4, totalPorts); } diff --git a/src/core/execution/PortExecution.ts b/src/core/execution/PortExecution.ts index cdc16a496..de7b70752 100644 --- a/src/core/execution/PortExecution.ts +++ b/src/core/execution/PortExecution.ts @@ -58,7 +58,7 @@ export class PortExecution implements Execution { return; } - const ports = this.player.tradingPorts(this.port); + const ports = this.tradingPorts(); if (ports.length === 0) { return; @@ -103,4 +103,40 @@ export class PortExecution implements Execution { } } } + + // It's a probability list, so if an element appears twice it's because it's + // twice more likely to be picked later. + tradingPorts(): Unit[] { + const ports = this.mg + .players() + .filter((p) => p !== this.port!.owner() && p.canTrade(this.port!.owner())) + .flatMap((p) => p.units(UnitType.Port)) + .sort((p1, p2) => { + return ( + this.mg.manhattanDist(this.port!.tile(), p1.tile()) - + this.mg.manhattanDist(this.port!.tile(), p2.tile()) + ); + }); + + const weightedPorts: Unit[] = []; + + for (const [i, otherPort] of ports.entries()) { + const expanded = new Array(otherPort.level()).fill(otherPort); + weightedPorts.push(...expanded); + const tooClose = + this.mg.manhattanDist(this.port!.tile(), otherPort.tile()) < + this.mg.config().tradeShipShortRangeDebuff(); + const closeBonus = + i < this.mg.config().proximityBonusPortsNb(ports.length); + if (!tooClose && closeBonus) { + // If the port is close, but not too close, add it again + // to increase the chances of trading with it. + weightedPorts.push(...expanded); + } + if (!tooClose && this.port!.owner().isFriendly(otherPort.owner())) { + weightedPorts.push(...expanded); + } + } + return weightedPorts; + } } diff --git a/src/core/game/Game.ts b/src/core/game/Game.ts index bd7a184f6..061143d55 100644 --- a/src/core/game/Game.ts +++ b/src/core/game/Game.ts @@ -648,7 +648,6 @@ export interface Player { // Misc toUpdate(): PlayerUpdate; playerProfile(): PlayerProfile; - tradingPorts(port: Unit): Unit[]; // WARNING: this operation is expensive. bestTransportShipSpawn(tile: TileRef): TileRef | false; } diff --git a/src/core/game/PlayerImpl.ts b/src/core/game/PlayerImpl.ts index 955eb1474..2ebd85aba 100644 --- a/src/core/game/PlayerImpl.ts +++ b/src/core/game/PlayerImpl.ts @@ -1214,34 +1214,4 @@ export class PlayerImpl implements Player { bestTransportShipSpawn(targetTile: TileRef): TileRef | false { return bestShoreDeploymentSource(this.mg, this, targetTile); } - - // It's a probability list, so if an element appears twice it's because it's - // twice more likely to be picked later. - tradingPorts(port: Unit): Unit[] { - const ports = this.mg - .players() - .filter((p) => p !== port.owner() && p.canTrade(port.owner())) - .flatMap((p) => p.units(UnitType.Port)) - .sort((p1, p2) => { - return ( - this.mg.manhattanDist(port.tile(), p1.tile()) - - this.mg.manhattanDist(port.tile(), p2.tile()) - ); - }); - - const weightedPorts: Unit[] = []; - - for (const [i, otherPort] of ports.entries()) { - const expanded = new Array(otherPort.level()).fill(otherPort); - weightedPorts.push(...expanded); - if (i < this.mg.config().proximityBonusPortsNb(ports.length)) { - weightedPorts.push(...expanded); - } - if (port.owner().isFriendly(otherPort.owner())) { - weightedPorts.push(...expanded); - } - } - - return weightedPorts; - } } diff --git a/tests/PlayerImpl.test.ts b/tests/PlayerImpl.test.ts index 7f47a1cd2..71d022f22 100644 --- a/tests/PlayerImpl.test.ts +++ b/tests/PlayerImpl.test.ts @@ -83,22 +83,6 @@ describe("PlayerImpl", () => { expect(cityToUpgrade).toBe(false); }); - test("Destination ports chances scale with level", () => { - game.config().proximityBonusPortsNb = () => 0; - - player.conquer(game.ref(10, 10)); - const playerPort = player.buildUnit(UnitType.Port, game.ref(10, 10), {}); - - other.conquer(game.ref(0, 0)); - const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {}); - otherPort.increaseLevel(); - otherPort.increaseLevel(); - - const ports = player.tradingPorts(playerPort); - - expect(ports.length).toBe(3); - }); - test("Can't send alliance requests when dead", () => { // conquer other const otherTiles = other.tiles(); diff --git a/tests/PortExecution.test.ts b/tests/PortExecution.test.ts new file mode 100644 index 000000000..d38500315 --- /dev/null +++ b/tests/PortExecution.test.ts @@ -0,0 +1,92 @@ +import { PortExecution } from "../src/core/execution/PortExecution"; +import { + Game, + Player, + PlayerInfo, + PlayerType, + UnitType, +} from "../src/core/game/Game"; +import { setup } from "./util/Setup"; + +let game: Game; +let player: Player; +let other: Player; + +describe("PortExecution", () => { + beforeEach(async () => { + game = await setup( + "half_land_half_ocean", + { + instantBuild: true, + }, + [ + new PlayerInfo("player", PlayerType.Human, null, "player_id"), + new PlayerInfo("other", PlayerType.Human, null, "other_id"), + ], + ); + + while (game.inSpawnPhase()) { + game.executeNextTick(); + } + + player = game.player("player_id"); + player.addGold(BigInt(1000000)); + other = game.player("other_id"); + + game.config().structureMinDist = () => 10; + }); + + test("Destination ports chances scale with level", () => { + game.config().proximityBonusPortsNb = () => 0; + game.config().tradeShipShortRangeDebuff = () => 0; + + player.conquer(game.ref(7, 10)); + const execution = new PortExecution(player, game.ref(7, 10)); + execution.init(game, 0); + execution.tick(0); + + other.conquer(game.ref(0, 0)); + const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {}); + otherPort.increaseLevel(); + otherPort.increaseLevel(); + + const ports = execution.tradingPorts(); + + expect(ports.length).toBe(3); + }); + + test("Trade ship proximity bonus", () => { + game.config().proximityBonusPortsNb = () => 10; + game.config().tradeShipShortRangeDebuff = () => 0; + + player.conquer(game.ref(7, 10)); + const execution = new PortExecution(player, game.ref(7, 10)); + execution.init(game, 0); + execution.tick(0); + + other.conquer(game.ref(0, 0)); + other.buildUnit(UnitType.Port, game.ref(0, 0), {}); + + const ports = execution.tradingPorts(); + + expect(ports.length).toBe(2); + }); + + test("Trade ship short range debuff", () => { + game.config().proximityBonusPortsNb = () => 10; + // Short range debuff cancels out the proximity bonus. + game.config().tradeShipShortRangeDebuff = () => 100; + + player.conquer(game.ref(7, 10)); + const execution = new PortExecution(player, game.ref(7, 10)); + execution.init(game, 0); + execution.tick(0); + + other.conquer(game.ref(0, 0)); + other.buildUnit(UnitType.Port, game.ref(0, 0), {}); + + const ports = execution.tradingPorts(); + + expect(ports.length).toBe(1); + }); +});