Cleanup nations (Part 1) 🧹 (#2637)

## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## 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:

FloPinguin
This commit is contained in:
FloPinguin
2025-12-18 16:20:23 -08:00
committed by GitHub
parent f60aef65e1
commit 4d5bb7a835
26 changed files with 290 additions and 278 deletions
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import {
Cell,
Difficulty,
Execution,
Game,
Gold,
Nation,
Player,
PlayerID,
PlayerType,
Relation,
TerrainType,
Tick,
Unit,
UnitType,
} from "../game/Game";
import { TileRef, euclDistFN } from "../game/GameMap";
import { PseudoRandom } from "../PseudoRandom";
import { GameID } from "../Schemas";
import { boundingBoxTiles, calculateBoundingBox, simpleHash } from "../Util";
import { ConstructionExecution } from "./ConstructionExecution";
import { MirvExecution } from "./MIRVExecution";
import { NationAllianceBehavior } from "./nation/NationAllianceBehavior";
import { structureSpawnTileValue } from "./nation/structureSpawnTileValue";
import { NukeExecution } from "./NukeExecution";
import { SpawnExecution } from "./SpawnExecution";
import { TransportShipExecution } from "./TransportShipExecution";
import { calculateTerritoryCenter, closestTwoTiles } from "./Util";
import { AiAttackBehavior } from "./utils/AiAttackBehavior";
export class NationExecution implements Execution {
private active = true;
private random: PseudoRandom;
private attackBehavior: AiAttackBehavior | null = null;
private allianceBehavior: NationAllianceBehavior | null = null;
private mg: Game;
private player: Player | null = null;
private attackRate: number;
private attackTick: number;
private triggerRatio: number;
private reserveRatio: number;
private expandRatio: number;
private readonly lastNukeSent: [Tick, TileRef][] = [];
private readonly lastMIRVSent: [Tick, TileRef][] = [];
private readonly embargoMalusApplied = new Set<PlayerID>();
// Track our transport ships we currently own
private trackedTransportShips: Set<Unit> = new Set();
// Track our trade ships we currently own
private trackedTradeShips: Set<Unit> = new Set();
/** MIRV Strategy Constants */
/** Ticks until MIRV can be attempted again */
private static readonly MIRV_COOLDOWN_TICKS = 20;
/** Odds of aborting a MIRV attempt */
private static readonly MIRV_HESITATION_ODDS = 7;
/** Threshold for team victory denial */
private static readonly VICTORY_DENIAL_TEAM_THRESHOLD = 0.8;
/** Threshold for individual victory denial */
private static readonly VICTORY_DENIAL_INDIVIDUAL_THRESHOLD = 0.65;
/** Multiplier for steamroll city gap threshold */
private static readonly STEAMROLL_CITY_GAP_MULTIPLIER = 1.3;
/** Minimum city count for leader to trigger steam roll detection */
private static readonly STEAMROLL_MIN_LEADER_CITIES = 10;
constructor(
gameID: GameID,
private nation: Nation, // Nation contains PlayerInfo with PlayerType.Nation
) {
this.random = new PseudoRandom(
simpleHash(nation.playerInfo.id) + simpleHash(gameID),
);
this.attackRate = this.random.nextInt(40, 80);
this.attackTick = this.random.nextInt(0, this.attackRate);
this.triggerRatio = this.random.nextInt(50, 60) / 100;
this.reserveRatio = this.random.nextInt(30, 40) / 100;
this.expandRatio = this.random.nextInt(10, 20) / 100;
}
init(mg: Game) {
this.mg = mg;
if (this.random.chance(10)) {
// this.isTraitor = true
}
}
private updateRelationsFromEmbargos() {
const player = this.player;
if (player === null) return;
const others = this.mg.players().filter((p) => p.id() !== player.id());
others.forEach((other: Player) => {
const embargoMalus = -20;
if (
other.hasEmbargoAgainst(player) &&
!this.embargoMalusApplied.has(other.id())
) {
player.updateRelation(other, embargoMalus);
this.embargoMalusApplied.add(other.id());
} else if (
!other.hasEmbargoAgainst(player) &&
this.embargoMalusApplied.has(other.id())
) {
player.updateRelation(other, -embargoMalus);
this.embargoMalusApplied.delete(other.id());
}
});
}
private handleEmbargoesToHostileNations() {
const player = this.player;
if (player === null) return;
const others = this.mg.players().filter((p) => p.id() !== player.id());
others.forEach((other: Player) => {
/* When player is hostile starts embargo. Do not stop until neutral again */
if (
player.relation(other) <= Relation.Hostile &&
!player.hasEmbargoAgainst(other) &&
!player.isOnSameTeam(other)
) {
player.addEmbargo(other, false);
} else if (
player.relation(other) >= Relation.Neutral &&
player.hasEmbargoAgainst(other)
) {
player.stopEmbargo(other);
}
});
}
tick(ticks: number) {
// Ship tracking
if (
this.player !== null &&
this.player.isAlive() &&
this.mg.config().gameConfig().difficulty !== Difficulty.Easy
) {
this.trackTransportShipsAndRetaliate();
this.trackTradeShipsAndRetaliate();
}
if (ticks % this.attackRate !== this.attackTick) {
return;
}
if (this.mg.inSpawnPhase()) {
const rl = this.randomSpawnLand();
if (rl === null) {
console.warn(`cannot spawn ${this.nation.playerInfo.name}`);
return;
}
this.mg.addExecution(new SpawnExecution(this.nation.playerInfo, rl));
return;
}
if (this.player === null) {
this.player =
this.mg.players().find((p) => p.id() === this.nation.playerInfo.id) ??
null;
if (this.player === null) {
return;
}
}
if (!this.player.isAlive()) {
this.active = false;
return;
}
if (this.attackBehavior === null || this.allianceBehavior === null) {
// Player is unavailable during init()
this.attackBehavior = new AiAttackBehavior(
this.random,
this.mg,
this.player,
this.triggerRatio,
this.reserveRatio,
this.expandRatio,
);
this.allianceBehavior = new NationAllianceBehavior(
this.random,
this.mg,
this.player,
);
// Send an attack on the first tick
this.attackBehavior.forceSendAttack(this.mg.terraNullius());
return;
}
this.updateRelationsFromEmbargos();
this.allianceBehavior.handleAllianceRequests();
this.allianceBehavior.handleAllianceExtensionRequests();
this.handleUnits();
this.handleEmbargoesToHostileNations();
this.considerMIRV();
this.maybeAttack();
}
private maybeAttack() {
if (
this.player === null ||
this.attackBehavior === null ||
this.allianceBehavior === null
) {
throw new Error("not initialized");
}
const border = Array.from(this.player.borderTiles())
.flatMap((t) => this.mg.neighbors(t))
.filter(
(t) =>
this.mg.isLand(t) && this.mg.ownerID(t) !== this.player?.smallID(),
);
const borderingPlayers = [
...new Set(
border
.map((t) => this.mg.playerBySmallID(this.mg.ownerID(t)))
.filter((o): o is Player => o.isPlayer()),
),
].sort((a, b) => a.troops() - b.troops());
const borderingFriends = borderingPlayers.filter(
(o) => this.player?.isFriendly(o) === true,
);
const borderingEnemies = borderingPlayers.filter(
(o) => this.player?.isFriendly(o) === false,
);
// Attack TerraNullius but not nuked territory
const hasNonNukedTerraNullius = border.some(
(t) => !this.mg.hasOwner(t) && !this.mg.hasFallout(t),
);
if (hasNonNukedTerraNullius) {
this.attackBehavior.sendAttack(this.mg.terraNullius());
return;
}
if (borderingEnemies.length === 0) {
if (this.random.chance(5)) {
this.sendBoatRandomly();
}
} else {
if (this.random.chance(10)) {
this.sendBoatRandomly(borderingEnemies);
return;
}
this.allianceBehavior.maybeSendAllianceRequests(borderingEnemies);
}
this.attackBehavior.assistAllies();
this.attackBehavior.attackBestTarget(borderingFriends, borderingEnemies);
this.maybeSendNuke(
this.attackBehavior.findBestNukeTarget(borderingEnemies),
);
}
private maybeSendNuke(other: Player | null) {
if (this.player === null) throw new Error("not initialized");
const silos = this.player.units(UnitType.MissileSilo);
if (
silos.length === 0 ||
this.player.gold() < this.cost(UnitType.AtomBomb) ||
other === null ||
other.type() === PlayerType.Bot || // Don't nuke bots (as opposed to nations and humans)
this.player.isOnSameTeam(other)
) {
return;
}
const nukeType =
this.player.gold() > this.cost(UnitType.HydrogenBomb)
? UnitType.HydrogenBomb
: UnitType.AtomBomb;
const range = nukeType === UnitType.HydrogenBomb ? 60 : 15;
const structures = other.units(
UnitType.City,
UnitType.DefensePost,
UnitType.MissileSilo,
UnitType.Port,
UnitType.SAMLauncher,
);
const structureTiles = structures.map((u) => u.tile());
const randomTiles = this.randTerritoryTileArray(10);
const allTiles = randomTiles.concat(structureTiles);
let bestTile: TileRef | null = null;
let bestValue = 0;
this.removeOldNukeEvents();
outer: for (const tile of new Set(allTiles)) {
if (tile === null) continue;
const boundingBox = boundingBoxTiles(this.mg, tile, range)
// Add radius / 2 in case there is a piece of unwanted territory inside the outer radius that we miss.
.concat(boundingBoxTiles(this.mg, tile, Math.floor(range / 2)));
for (const t of boundingBox) {
// Make sure we nuke away from the border
if (this.mg.owner(t) !== other) {
continue outer;
}
}
if (!this.player.canBuild(nukeType, tile)) continue;
const value = this.nukeTileScore(tile, silos, structures);
if (value > bestValue) {
bestTile = tile;
bestValue = value;
}
}
if (bestTile !== null) {
this.sendNuke(bestTile, nukeType, other);
}
}
private removeOldNukeEvents() {
const maxAge = 500;
const tick = this.mg.ticks();
while (
this.lastNukeSent.length > 0 &&
this.lastNukeSent[0][0] + maxAge < tick
) {
this.lastNukeSent.shift();
}
}
private sendNuke(
tile: TileRef,
nukeType: UnitType.AtomBomb | UnitType.HydrogenBomb,
targetPlayer: Player,
) {
if (this.player === null) throw new Error("not initialized");
const tick = this.mg.ticks();
this.lastNukeSent.push([tick, tile]);
this.mg.addExecution(new NukeExecution(nukeType, this.player, tile));
this.attackBehavior?.maybeSendEmoji(targetPlayer);
}
private nukeTileScore(tile: TileRef, silos: Unit[], targets: Unit[]): number {
// Potential damage in a 25-tile radius
const dist = euclDistFN(tile, 25, false);
let tileValue = targets
.filter((unit) => dist(this.mg, unit.tile()))
.map((unit): number => {
switch (unit.type()) {
case UnitType.City:
return 25_000;
case UnitType.DefensePost:
return 5_000;
case UnitType.MissileSilo:
return 50_000;
case UnitType.Port:
return 10_000;
default:
return 0;
}
})
.reduce((prev, cur) => prev + cur, 0);
// Avoid areas defended by SAM launchers
const dist50 = euclDistFN(tile, 50, false);
tileValue -=
50_000 *
targets.filter(
(unit) =>
unit.type() === UnitType.SAMLauncher && dist50(this.mg, unit.tile()),
).length;
// Prefer tiles that are closer to a silo
const siloTiles = silos.map((u) => u.tile());
const result = closestTwoTiles(this.mg, siloTiles, [tile]);
if (result === null) throw new Error("Missing result");
const { x: closestSilo } = result;
const distanceSquared = this.mg.euclideanDistSquared(tile, closestSilo);
const distanceToClosestSilo = Math.sqrt(distanceSquared);
tileValue -= distanceToClosestSilo * 30;
// Don't target near recent targets
tileValue -= this.lastNukeSent
.filter(([_tick, tile]) => dist(this.mg, tile))
.map((_) => 1_000_000)
.reduce((prev, cur) => prev + cur, 0);
return tileValue;
}
private handleUnits() {
return (
this.maybeSpawnStructure(UnitType.City, (num) => num) ||
this.maybeSpawnStructure(UnitType.Port, (num) => num) ||
this.maybeSpawnWarship() ||
this.maybeSpawnStructure(UnitType.Factory, (num) => num) ||
this.maybeSpawnStructure(UnitType.DefensePost, (num) => (num + 2) ** 2) ||
this.maybeSpawnStructure(UnitType.SAMLauncher, (num) => num ** 2) ||
this.maybeSpawnStructure(UnitType.MissileSilo, (num) => num ** 2)
);
}
private maybeSpawnStructure(
type: UnitType,
multiplier: (num: number) => number,
) {
if (this.player === null) throw new Error("not initialized");
const owned = this.player.unitsOwned(type);
const perceivedCostMultiplier = multiplier(owned + 1);
const realCost = this.cost(type);
const perceivedCost = realCost * BigInt(perceivedCostMultiplier);
if (this.player.gold() < perceivedCost) {
return false;
}
const tile = this.structureSpawnTile(type);
if (tile === null) {
return false;
}
const canBuild = this.player.canBuild(type, tile);
if (canBuild === false) {
return false;
}
this.mg.addExecution(new ConstructionExecution(this.player, type, tile));
return true;
}
private structureSpawnTile(type: UnitType): TileRef | null {
if (this.mg === undefined) throw new Error("Not initialized");
if (this.player === null) throw new Error("Not initialized");
const tiles =
type === UnitType.Port
? this.randCoastalTileArray(25)
: this.randTerritoryTileArray(25);
if (tiles.length === 0) return null;
const valueFunction = structureSpawnTileValue(this.mg, this.player, type);
let bestTile: TileRef | null = null;
let bestValue = 0;
for (const t of tiles) {
const v = valueFunction(t);
if (v <= bestValue && bestTile !== null) continue;
if (!this.player.canBuild(type, t)) continue;
// Found a better tile
bestTile = t;
bestValue = v;
}
return bestTile;
}
private randCoastalTileArray(numTiles: number): TileRef[] {
const tiles = Array.from(this.player!.borderTiles()).filter((t) =>
this.mg.isOceanShore(t),
);
return Array.from(this.arraySampler(tiles, numTiles));
}
private *arraySampler<T>(a: T[], sampleSize: number): Generator<T> {
if (a.length <= sampleSize) {
// Return all elements
yield* a;
} else {
// Sample `sampleSize` elements
const remaining = new Set<T>(a);
while (sampleSize--) {
const t = this.random.randFromSet(remaining);
remaining.delete(t);
yield t;
}
}
}
private maybeSpawnWarship(): boolean {
if (this.player === null) throw new Error("not initialized");
if (!this.random.chance(50)) {
return false;
}
const ports = this.player.units(UnitType.Port);
const ships = this.player.units(UnitType.Warship);
if (
ports.length > 0 &&
ships.length === 0 &&
this.player.gold() > this.cost(UnitType.Warship)
) {
const port = this.random.randElement(ports);
const targetTile = this.warshipSpawnTile(port.tile());
if (targetTile === null) {
return false;
}
const canBuild = this.player.canBuild(UnitType.Warship, targetTile);
if (canBuild === false) {
console.warn("cannot spawn destroyer");
return false;
}
this.mg.addExecution(
new ConstructionExecution(this.player, UnitType.Warship, targetTile),
);
return true;
}
return false;
}
private randTerritoryTileArray(numTiles: number): TileRef[] {
const boundingBox = calculateBoundingBox(
this.mg,
this.player!.borderTiles(),
);
const tiles: TileRef[] = [];
for (let i = 0; i < numTiles; i++) {
const tile = this.randTerritoryTile(this.player!, boundingBox);
if (tile !== null) {
tiles.push(tile);
}
}
return tiles;
}
private randTerritoryTile(
p: Player,
boundingBox: { min: Cell; max: Cell } | null = null,
): TileRef | null {
boundingBox ??= calculateBoundingBox(this.mg, p.borderTiles());
for (let i = 0; i < 100; i++) {
const randX = this.random.nextInt(boundingBox.min.x, boundingBox.max.x);
const randY = this.random.nextInt(boundingBox.min.y, boundingBox.max.y);
if (!this.mg.isOnMap(new Cell(randX, randY))) {
// Sanity check should never happen
continue;
}
const randTile = this.mg.ref(randX, randY);
if (this.mg.owner(randTile) === p) {
return randTile;
}
}
return null;
}
private warshipSpawnTile(portTile: TileRef): TileRef | null {
const radius = 250;
for (let attempts = 0; attempts < 50; attempts++) {
const randX = this.random.nextInt(
this.mg.x(portTile) - radius,
this.mg.x(portTile) + radius,
);
const randY = this.random.nextInt(
this.mg.y(portTile) - radius,
this.mg.y(portTile) + radius,
);
if (!this.mg.isValidCoord(randX, randY)) {
continue;
}
const tile = this.mg.ref(randX, randY);
// Sanity check
if (!this.mg.isOcean(tile)) {
continue;
}
return tile;
}
return null;
}
private cost(type: UnitType): Gold {
if (this.player === null) throw new Error("not initialized");
return this.mg.unitInfo(type).cost(this.mg, this.player);
}
sendBoatRandomly(borderingEnemies: Player[] = []) {
if (this.player === null) throw new Error("not initialized");
const oceanShore = Array.from(this.player.borderTiles()).filter((t) =>
this.mg.isOceanShore(t),
);
if (oceanShore.length === 0) {
return;
}
const src = this.random.randElement(oceanShore);
// First look for high-interest targets (unowned or bot-owned). Mainly relevant for earlygame
let dst = this.randomBoatTarget(src, borderingEnemies, true);
if (dst === null) {
// None found? Then look for players
dst = this.randomBoatTarget(src, borderingEnemies, false);
if (dst === null) {
return;
}
}
this.mg.addExecution(
new TransportShipExecution(
this.player,
this.mg.owner(dst).id(),
dst,
this.player.troops() / 5,
null,
),
);
return;
}
randomSpawnLand(): TileRef | null {
const delta = 25;
let tries = 0;
while (tries < 50) {
tries++;
const cell = this.nation.spawnCell;
const x = this.random.nextInt(cell.x - delta, cell.x + delta);
const y = this.random.nextInt(cell.y - delta, cell.y + delta);
if (!this.mg.isValidCoord(x, y)) {
continue;
}
const tile = this.mg.ref(x, y);
if (this.mg.isLand(tile) && !this.mg.hasOwner(tile)) {
if (
this.mg.terrainType(tile) === TerrainType.Mountain &&
this.random.chance(2)
) {
continue;
}
return tile;
}
}
return null;
}
private randomBoatTarget(
tile: TileRef,
borderingEnemies: Player[],
highInterestOnly: boolean = false,
): TileRef | null {
if (this.player === null) throw new Error("not initialized");
const x = this.mg.x(tile);
const y = this.mg.y(tile);
for (let i = 0; i < 500; i++) {
const randX = this.random.nextInt(x - 150, x + 150);
const randY = this.random.nextInt(y - 150, y + 150);
if (!this.mg.isValidCoord(randX, randY)) {
continue;
}
const randTile = this.mg.ref(randX, randY);
if (!this.mg.isLand(randTile)) {
continue;
}
const owner = this.mg.owner(randTile);
if (owner === this.player) {
continue;
}
// Don't send boats to players with which we share a border, that usually looks stupid
if (owner.isPlayer() && borderingEnemies.includes(owner)) {
continue;
}
// Don't spam boats into players that are more than twice as large as us
if (owner.isPlayer() && owner.troops() > this.player.troops() * 2) {
continue;
}
// High-interest targeting: prioritize unowned tiles or tiles owned by bots
if (highInterestOnly) {
if (!owner.isPlayer() || owner.type() === PlayerType.Bot) {
return randTile;
}
} else {
// Normal targeting: return unowned tiles or tiles owned by non-friendly players
if (!owner.isPlayer() || !owner.isFriendly(this.player)) {
return randTile;
}
}
}
return null;
}
// MIRV Strategy Methods
private considerMIRV(): boolean {
if (this.player === null) throw new Error("not initialized");
if (this.player.units(UnitType.MissileSilo).length === 0) {
return false;
}
if (this.player.gold() < this.cost(UnitType.MIRV)) {
return false;
}
this.removeOldMIRVEvents();
if (this.lastMIRVSent.length > 0) {
return false;
}
if (this.random.chance(NationExecution.MIRV_HESITATION_ODDS)) {
this.triggerMIRVCooldown();
return false;
}
const inboundMIRVSender = this.selectCounterMirvTarget();
if (inboundMIRVSender) {
this.maybeSendMIRV(inboundMIRVSender);
return true;
}
const victoryDenialTarget = this.selectVictoryDenialTarget();
if (victoryDenialTarget) {
this.maybeSendMIRV(victoryDenialTarget);
return true;
}
const steamrollStopTarget = this.selectSteamrollStopTarget();
if (steamrollStopTarget) {
this.maybeSendMIRV(steamrollStopTarget);
return true;
}
return false;
}
private selectCounterMirvTarget(): Player | null {
if (this.player === null) throw new Error("not initialized");
const attackers = this.getValidMirvTargetPlayers().filter((p) =>
this.isInboundMIRVFrom(p),
);
if (attackers.length === 0) return null;
attackers.sort((a, b) => b.numTilesOwned() - a.numTilesOwned());
return attackers[0];
}
private selectVictoryDenialTarget(): Player | null {
if (this.player === null) throw new Error("not initialized");
const totalLand = this.mg.numLandTiles();
if (totalLand === 0) return null;
let best: { p: Player; severity: number } | null = null;
for (const p of this.getValidMirvTargetPlayers()) {
let severity = 0;
const team = p.team();
if (team !== null) {
const teamMembers = this.mg
.players()
.filter((x) => x.team() === team && x.isPlayer());
const teamTerritory = teamMembers
.map((x) => x.numTilesOwned())
.reduce((a, b) => a + b, 0);
const teamShare = teamTerritory / totalLand;
if (teamShare >= NationExecution.VICTORY_DENIAL_TEAM_THRESHOLD) {
// Only consider the largest team member as the target when team exceeds threshold
let largestMember: Player | null = null;
let largestTiles = -1;
for (const member of teamMembers) {
const tiles = member.numTilesOwned();
if (tiles > largestTiles) {
largestTiles = tiles;
largestMember = member;
}
}
if (largestMember === p) {
severity = teamShare;
} else {
severity = 0; // Skip non-largest members
}
}
} else {
const share = p.numTilesOwned() / totalLand;
if (share >= NationExecution.VICTORY_DENIAL_INDIVIDUAL_THRESHOLD)
severity = share;
}
if (severity > 0) {
if (best === null || severity > best.severity) best = { p, severity };
}
}
return best ? best.p : null;
}
private selectSteamrollStopTarget(): Player | null {
if (this.player === null) throw new Error("not initialized");
const validTargets = this.getValidMirvTargetPlayers();
if (validTargets.length === 0) return null;
const allPlayers = this.mg
.players()
.filter((p) => p.isPlayer())
.map((p) => ({ p, cityCount: this.countCities(p) }))
.sort((a, b) => b.cityCount - a.cityCount);
if (allPlayers.length < 2) return null;
const topPlayer = allPlayers[0];
if (topPlayer.cityCount <= NationExecution.STEAMROLL_MIN_LEADER_CITIES)
return null;
const secondHighest = allPlayers[1].cityCount;
const threshold =
secondHighest * NationExecution.STEAMROLL_CITY_GAP_MULTIPLIER;
if (topPlayer.cityCount >= threshold) {
return validTargets.some((p) => p === topPlayer.p) ? topPlayer.p : null;
}
return null;
}
// MIRV Helper Methods
private mirvTargetsCache: {
tick: number;
players: Player[];
} | null = null;
private getValidMirvTargetPlayers(): Player[] {
const MIRV_TARGETS_CACHE_TICKS = 2 * 10; // 2 seconds
if (this.player === null) throw new Error("not initialized");
if (
this.mirvTargetsCache &&
this.mg.ticks() - this.mirvTargetsCache.tick < MIRV_TARGETS_CACHE_TICKS
) {
return this.mirvTargetsCache.players;
}
const players = this.mg.players().filter((p) => {
return (
p !== this.player &&
p.isPlayer() &&
p.type() !== PlayerType.Bot &&
!this.player!.isOnSameTeam(p)
);
});
this.mirvTargetsCache = { tick: this.mg.ticks(), players };
return players;
}
private isInboundMIRVFrom(attacker: Player): boolean {
if (this.player === null) throw new Error("not initialized");
const enemyMirvs = attacker.units(UnitType.MIRV);
for (const mirv of enemyMirvs) {
const dst = mirv.targetTile();
if (!dst) continue;
if (!this.mg.hasOwner(dst)) continue;
const owner = this.mg.owner(dst);
if (owner === this.player) {
return true;
}
}
return false;
}
private countCities(p: Player): number {
return p.unitCount(UnitType.City);
}
private calculateTerritoryCenter(target: Player): TileRef | null {
return calculateTerritoryCenter(this.mg, target);
}
// MIRV Execution Methods
private maybeSendMIRV(enemy: Player): void {
if (this.player === null) throw new Error("not initialized");
this.attackBehavior?.maybeSendEmoji(enemy);
const centerTile = this.calculateTerritoryCenter(enemy);
if (centerTile && this.player.canBuild(UnitType.MIRV, centerTile)) {
this.sendMIRV(centerTile);
return;
}
}
private sendMIRV(tile: TileRef): void {
if (this.player === null) throw new Error("not initialized");
this.triggerMIRVCooldown(tile);
this.mg.addExecution(new MirvExecution(this.player, tile));
}
private triggerMIRVCooldown(tile?: TileRef): void {
if (this.player === null) throw new Error("not initialized");
this.removeOldMIRVEvents();
const tick = this.mg.ticks();
// Use provided tile or any tile from player's territory for cooldown tracking
const cooldownTile =
tile ?? Array.from(this.player.tiles())[0] ?? this.mg.ref(0, 0);
this.lastMIRVSent.push([tick, cooldownTile]);
}
private removeOldMIRVEvents() {
const maxAge = NationExecution.MIRV_COOLDOWN_TICKS;
const tick = this.mg.ticks();
while (
this.lastMIRVSent.length > 0 &&
this.lastMIRVSent[0][0] + maxAge <= tick
) {
this.lastMIRVSent.shift();
}
}
// Send out a warship if our transport ship got captured
private trackTransportShipsAndRetaliate(): void {
if (this.player === null) return;
// Add any currently owned transport ships to our tracking set
this.player
.units(UnitType.TransportShip)
.forEach((u) => this.trackedTransportShips.add(u));
// Iterate tracked transport ships; if it got destroyed by an enemy: retaliate
for (const ship of Array.from(this.trackedTransportShips)) {
if (!ship.isActive()) {
// Distinguish between arrival/retreat and enemy destruction
if (ship.wasDestroyedByEnemy()) {
this.maybeRetaliateWithWarship(ship.tile());
}
this.trackedTransportShips.delete(ship);
}
}
}
// Send out a warship if our trade ship got captured
private trackTradeShipsAndRetaliate(): void {
if (this.player === null) return;
// Add any currently owned trade ships to our tracking map
this.player
.units(UnitType.TradeShip)
.forEach((u) => this.trackedTradeShips.add(u));
// Iterate tracked trade ships; if we no longer own it, it was captured: retaliate
for (const ship of Array.from(this.trackedTradeShips)) {
if (!ship.isActive()) {
this.trackedTradeShips.delete(ship);
continue;
}
if (ship.owner().id() !== this.player.id()) {
// Ship was ours and is now owned by someone else -> captured
this.maybeRetaliateWithWarship(ship.tile());
this.trackedTradeShips.delete(ship);
}
}
}
private maybeRetaliateWithWarship(tile: TileRef): void {
if (this.player === null) return;
const { difficulty } = this.mg.config().gameConfig();
// In Easy never retaliate. In Medium retaliate with 15% chance. Hard with 50%, Impossible with 80%.
if (
(difficulty === Difficulty.Medium && this.random.nextInt(0, 100) < 15) ||
(difficulty === Difficulty.Hard && this.random.nextInt(0, 100) < 50) ||
(difficulty === Difficulty.Impossible && this.random.nextInt(0, 100) < 80)
) {
const canBuild = this.player.canBuild(UnitType.Warship, tile);
if (canBuild === false) {
return;
}
this.mg.addExecution(
new ConstructionExecution(this.player, UnitType.Warship, tile),
);
}
}
isActive(): boolean {
return this.active;
}
activeDuringSpawnPhase(): boolean {
return true;
}
}