mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 06:30:42 +00:00
moved attack logic to config
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@@ -11,7 +11,6 @@ To build the project, you will need to have Node.js and npm installed. You can d
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Before building the project, you will need to install the dependencies. You can do this by running the following command in the project directory:
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```bash
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git submodule update --init --recursive
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npm install
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```
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@@ -127,6 +127,7 @@ export class PlayerImpl implements MutablePlayer {
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}
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removeTroops(troops: number): void {
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this._troops -= troops
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this._troops = Math.max(this._troops, 0)
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}
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isPlayer(): this is MutablePlayer {return true as const}
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@@ -1,7 +1,8 @@
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import {Player, PlayerID, PlayerInfo, TerrainType, TerrainTypes, TerraNullius} from "../Game";
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import {Player, PlayerID, PlayerInfo, TerrainType, TerrainTypes, TerraNullius, Tile} from "../Game";
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import {Colord, colord} from "colord";
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import {pastelTheme} from "./PastelTheme";
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export interface Config {
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theme(): Theme;
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player(): PlayerConfig
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@@ -13,7 +14,12 @@ export interface Config {
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export interface PlayerConfig {
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startTroops(playerInfo: PlayerInfo): number
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troopAdditionRate(player: Player): number
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attackLogic(attack: Player, defender: Player | TerraNullius): number
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attackTilesPerTick(attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number): number
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attackLogic(attacker: Player, defender: Player | TerraNullius, tileToConquer: Tile): {
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attackerTroopLoss: number,
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defenderTroopLoss: number,
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tilesPerTickUsed: number
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}
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attackAmount(attacker: Player, defender: Player | TerraNullius): number
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number
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}
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@@ -1,4 +1,4 @@
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import {Player, PlayerInfo, TerraNullius} from "../Game";
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import {Player, PlayerInfo, TerraNullius, Tile} from "../Game";
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import {Config, PlayerConfig, Theme} from "./Config";
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import {pastelTheme} from "./PastelTheme";
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@@ -19,9 +19,28 @@ export const defaultConfig = new class implements Config {
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}
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export const defaultPlayerConfig = new class implements PlayerConfig {
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attackLogic(attacker: Player, defender: Player | TerraNullius, tileToConquer: Tile): {attackerTroopLoss: number; defenderTroopLoss: number; tilesPerTickUsed: number} {
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if (defender.isPlayer()) {
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return {
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attackerTroopLoss: Math.max(defender.troops() / attacker.troops(), 1),
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defenderTroopLoss: 0,
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tilesPerTickUsed: Math.max(defender.troops() / attacker.troops(), .25)
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}
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} else {
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return {attackerTroopLoss: 1, defenderTroopLoss: 0, tilesPerTickUsed: 1}
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}
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}
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attackTilesPerTick(attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number): number {
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return numAdjacentTilesWithEnemy / 4
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}
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number {
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return attacker.troops() / 5
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}
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attackAmount(attacker: Player, defender: Player | TerraNullius) {
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if (attacker.info().isBot) {
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return attacker.troops() / 20
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@@ -44,8 +63,4 @@ export const defaultPlayerConfig = new class implements PlayerConfig {
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return Math.min(player.troops() + toAdd, max)
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}
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attackLogic(attack: Player, defender: Player | TerraNullius): number {
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throw new Error("Method not implemented.");
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}
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}
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@@ -2,6 +2,7 @@ import PriorityQueue from "priority-queue-typescript";
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import {Cell, Execution, MutableGame, MutablePlayer, PlayerID, Player, TerrainTypes, TerraNullius, Tile} from "../Game";
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import {PseudoRandom} from "../PseudoRandom";
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import {manhattanDist} from "../Util";
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import {PlayerConfig} from "../configuration/Config";
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export class AttackExecution implements Execution {
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private active: boolean = true;
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@@ -20,7 +21,8 @@ export class AttackExecution implements Execution {
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private troops: number,
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private _ownerID: PlayerID,
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private targetID: PlayerID | null,
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private targetCell: Cell | null
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private targetCell: Cell | null,
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private playerConfig: PlayerConfig
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) { }
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init(mg: MutableGame, ticks: number) {
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@@ -61,7 +63,7 @@ export class AttackExecution implements Execution {
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return
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}
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let numTilesPerTick = this.numTilesWithEnemy / 4
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let numTilesPerTick = this.playerConfig.attackTilesPerTick(this._owner, this.target, this.numTilesWithEnemy)
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if (this.targetCell != null) {
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numTilesPerTick /= 2
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}
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@@ -88,15 +90,13 @@ export class AttackExecution implements Execution {
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badTiles++
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continue
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}
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// TODO: move this to configs
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this._owner.conquer(tileToConquer)
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const {attackerTroopLoss, defenderTroopLoss, tilesPerTickUsed} = this.playerConfig.attackLogic(this._owner, this.target, tileToConquer)
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numTilesPerTick -= tilesPerTickUsed
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this.troops -= attackerTroopLoss
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if (this.target.isPlayer()) {
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this.troops -= Math.max(this.target.troops() / this._owner.troops(), 1)
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numTilesPerTick -= Math.max(this.target.troops() / this._owner.troops(), .25)
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} else {
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this.troops -= 1
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numTilesPerTick -= 1
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this.target.removeTroops(defenderTroopLoss)
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}
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this._owner.conquer(tileToConquer)
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}
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}
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@@ -2,6 +2,7 @@ import PriorityQueue from "priority-queue-typescript";
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import {Boat, Cell, Execution, MutableBoat, MutableGame, MutablePlayer, Player, PlayerID, Tile} from "../Game";
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import {manhattanDist} from "../Util";
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import {AttackExecution} from "./AttackExecution";
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import {PlayerConfig} from "../configuration/Config";
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export class BoatAttackExecution implements Execution {
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@@ -29,7 +30,8 @@ export class BoatAttackExecution implements Execution {
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private attackerID: PlayerID,
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private targetID: PlayerID | null,
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private cell: Cell,
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private troops: number
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private troops: number,
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private playerConfig: PlayerConfig
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) { }
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init(mg: MutableGame, ticks: number) {
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@@ -48,7 +50,7 @@ export class BoatAttackExecution implements Execution {
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this.src = this.closestShoreTileToTarget(this.attacker, this.cell)
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this.dst = this.closestShoreTileToTarget(this.target, this.cell)
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if(this.src == null || this.dst == null) {
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if (this.src == null || this.dst == null) {
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this.active = false
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return
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}
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@@ -80,7 +82,7 @@ export class BoatAttackExecution implements Execution {
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return
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}
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this.attacker.conquer(this.dst)
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this.mg.addExecution(new AttackExecution(this.troops, this.attacker.id(), this.targetID, null))
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this.mg.addExecution(new AttackExecution(this.troops, this.attacker.id(), this.targetID, null, this.playerConfig))
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this.active = false
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return
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}
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@@ -1,3 +1,4 @@
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import {PlayerConfig} from "../configuration/Config";
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import {Cell, Execution, MutableGame, MutablePlayer, Player, PlayerID, PlayerInfo, TerraNullius} from "../Game"
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import {PseudoRandom} from "../PseudoRandom"
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import {AttackExecution} from "./AttackExecution";
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@@ -10,7 +11,7 @@ export class BotExecution implements Execution {
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private gs: MutableGame
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private neighborsTerra = true
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constructor(private bot: MutablePlayer) {
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constructor(private bot: MutablePlayer, private playerConfig: PlayerConfig) {
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this.random = new PseudoRandom(bot.id())
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this.attackRate = this.random.nextInt(10, 50)
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@@ -57,7 +58,8 @@ export class BotExecution implements Execution {
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this.bot.troops() / 20,
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this.bot.id(),
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toAttack.isPlayer() ? toAttack.id() : null,
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null
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null,
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this.playerConfig
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))
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}
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@@ -25,7 +25,8 @@ export class Executor {
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intent.troops,
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intent.attackerID,
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intent.targetID,
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new Cell(intent.targetX, intent.targetY)
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new Cell(intent.targetX, intent.targetY),
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this.playerConfig
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)
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)
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} else if (intent.type == "spawn") {
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@@ -43,6 +44,7 @@ export class Executor {
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intent.targetID,
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new Cell(intent.x, intent.y),
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intent.troops,
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this.playerConfig
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)
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)
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} else {
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@@ -30,7 +30,7 @@ export class SpawnExecution implements Execution {
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})
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this.gs.addExecution(new PlayerExecution(player.id(), this.playerConfig))
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if (player.info().isBot) {
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this.gs.addExecution(new BotExecution(player))
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this.gs.addExecution(new BotExecution(player, this.playerConfig))
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}
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this.active = false
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}
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