added gold, troops, workers slider

This commit is contained in:
Evan
2024-11-03 20:11:04 -08:00
parent 713393f4d4
commit 60751150bf
9 changed files with 143 additions and 85 deletions
+1 -1
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@@ -48,7 +48,7 @@
593,
473
],
"name": "Venezuala 🇻🇪",
"name": "Venezuela 🇻🇪",
"strength": 1
},
{
+72 -14
View File
@@ -3,9 +3,10 @@ import { customElement, property, state } from 'lit/decorators.js';
import { Layer } from './Layer';
import { Game } from '../../../core/game/Game';
import { ClientID } from '../../../core/Schemas';
import { renderTroops } from '../Utils';
import { renderNumber, renderTroops } from '../Utils';
import { EventBus } from '../../../core/EventBus';
import { UIState } from '../UIState';
import { SendSetTargetTroopRatioEvent } from '../../Transport';
@customElement('control-panel')
export class ControlPanel extends LitElement implements Layer {
@@ -15,20 +16,39 @@ export class ControlPanel extends LitElement implements Layer {
public uiState: UIState
@state()
private targetTroopRatio = 50;
private attackRatio: number = .2;
@state()
private targetTroopRatio = 1;
@state()
private _population: number;
@state()
private _maxPopulation: number;
@state()
private popRate: number;
@state()
private _troops: number;
@state()
private _maxTroops: number;
@state()
private troopRate: number;
private _workers: number;
@state()
private _isVisible = false;
@state()
private _manpower: number = 0;
@state()
private _gold: number
@state()
private _goldPerSecond: number
init(game: Game) {
this.game = game;
this.attackRatio = .20
@@ -43,10 +63,16 @@ export class ControlPanel extends LitElement implements Layer {
const player = this.game.playerByClientID(this.clientID)
if (player == null) {
this._isVisible = false
return
}
this._population = player.population()
this._maxPopulation = this.game.config().maxPopulation(player)
this._gold = player.gold()
this._troops = player.troops()
this._maxTroops = this.game.config().maxTroops(player)
this._workers = player.workers()
this.popRate = this.game.config().populationIncreaseRate(player) * 10
this._goldPerSecond = this.game.config().goldAdditionRate(player) * 10
}
onAttackRatioChange(newRatio: number) {
@@ -67,7 +93,19 @@ export class ControlPanel extends LitElement implements Layer {
}
targetTroops(): number {
return this._manpower * this.targetTroopRatio / 100
return this._manpower * this.targetTroopRatio
}
onTroopChange(newRatio: number) {
this.eventBus.emit(new SendSetTargetTroopRatioEvent(newRatio))
}
delta(): number {
const d = this._population - this.targetTroops()
// if (Math.abs(d) < this._manpower / 200) {
// return 0
// }
return d
}
@@ -129,16 +167,36 @@ export class ControlPanel extends LitElement implements Layer {
<div class="control-panel ${this._isVisible ? '' : 'hidden'}">
<div class="control-panel-info">
<div class="info-row">
<span class="info-label">Troops:</span>
<span>${renderTroops(this._troops)} / ${renderTroops(this._maxTroops)}</span>
<span class="info-label">Population:</span>
<span>${renderTroops(this._population)} / ${renderTroops(this._maxPopulation)}</span>
</div>
<div class="info-row">
<span class="info-label">Population/s:</span>
<span>${renderTroops(this.popRate)}</span>
</div>
<div class="info-row">
<span class="info-label">Gold:</span>
<span>${renderNumber(this._gold)}</span>
</div>
<div class="info-row">
<span class="info-label">Gold/s:</span>
<span>${renderNumber(this._goldPerSecond)}</span>
</div>
</div>
<div class="slider-container">
<label for="numTroops">Troops: ${this.targetTroopRatio}% (${renderTroops(this.targetTroops()) + ", delta: " + renderTroops(this.delta())})</label>
<input type="range" id="numTroops" min="0" max="100" .value=${this.targetTroopRatio}
<label for="numTroops">Troops: ${renderTroops(this._troops)} | Workers: ${renderTroops(this._workers)}</label>
<input type="range" id="numTroops" min="1" max="10" .value=${this.targetTroopRatio * 10}
@input=${(e: Event) => {
this.targetTroopRatio = parseInt((e.target as HTMLInputElement).value);
this.onTroopChange(this.targetTroopRatio / 100);
this.targetTroopRatio = parseInt((e.target as HTMLInputElement).value) / 10;
this.onTroopChange(this.targetTroopRatio);
}}>
</div>
<div class="slider-container">
<label for="numTroops">Attack Ratio: ${this.attackRatio * 100}%</label>
<input type="range" id="numTroops" min="1" max="10" value=${this.attackRatio * 10}
@input=${(e: Event) => {
this.attackRatio = parseInt((e.target as HTMLInputElement).value) / 10;
this.onAttackRatioChange(this.attackRatio);
}}>
</div>
</div>
+2 -2
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@@ -34,7 +34,7 @@ export interface Config {
numSpawnPhaseTurns(): number
startManpower(playerInfo: PlayerInfo): number
manpowerAdditionRate(player: Player): number
populationIncreaseRate(player: Player): number
goldAdditionRate(player: Player): number
troopAdjustmentRate(player: Player): number
attackTilesPerTick(attacker: Player, defender: Player | TerraNullius, numAdjacentTilesWithEnemy: number): number
@@ -44,7 +44,7 @@ export interface Config {
tilesPerTickUsed: number
}
attackAmount(attacker: Player, defender: Player | TerraNullius): number
maxManpower(player: Player): number
maxPopulation(player: Player): number
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number
boatMaxDistance(): number
boatMaxNumber(): number
+15 -13
View File
@@ -130,21 +130,20 @@ export class DefaultConfig implements Config {
return 25000
}
maxManpower(player: Player): number {
let max = Math.sqrt(player.numTilesOwned()) * 3000 + 50000
const manpower = Math.min(max, 2_000_000)
maxPopulation(player: Player): number {
let maxPop = Math.sqrt(player.numTilesOwned()) * 3000 + 50000
if (player.type() == PlayerType.Bot) {
return manpower
return maxPop
}
return manpower * 2
return maxPop * 2
}
manpowerAdditionRate(player: Player): number {
let max = this.maxManpower(player)
populationIncreaseRate(player: Player): number {
let max = this.maxPopulation(player)
let toAdd = 10 + (player.totalManpower() + Math.sqrt(player.totalManpower() * player.numTilesOwned())) / 100
let toAdd = 10 + (player.population() + Math.sqrt(player.population() * player.numTilesOwned())) / 100
const ratio = 1 - (player.totalManpower() / max)
const ratio = 1 - (player.population() / max)
toAdd *= ratio
toAdd *= .5
// console.log(`to add ${toAdd}`)
@@ -155,14 +154,17 @@ export class DefaultConfig implements Config {
if (player.type() == PlayerType.Bot) {
toAdd *= .7
}
return toAdd
return Math.min(player.troops() + toAdd, max) - player.troops()
}
goldAdditionRate(player: Player): number {
return (player.manpowerReserve() * 1.2 - player.troops()) / 1000
return Math.sqrt(player.workers() * player.numTilesOwned()) / 1000 + player.gold() * .001
}
troopAdjustmentRate(player: Player): number {
const maxDiff = player.maxTroops() / 300
const target = player.maxTroops() * player.targetTroopRatio()
const maxDiff = this.maxPopulation(player) / 300
const target = player.population() * player.targetTroopRatio()
const diff = target - player.troops()
if (Math.abs(diff) < maxDiff) {
return diff
+1
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@@ -15,6 +15,7 @@ import { TargetPlayerExecution } from "./TargetPlayerExecution";
import { EmojiExecution } from "./EmojiExecution";
import { DonateExecution } from "./DonateExecution";
import { NukeExecution } from "./NukeExecution";
import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
+1 -1
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@@ -64,7 +64,7 @@ export class FakeHumanExecution implements Execution {
return
}
if (this.player.troops() < this.mg.config().maxManpower(this.player) / 4) {
if (this.player.troops() < this.mg.config().maxPopulation(this.player) / 4) {
return
}
+4 -3
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@@ -30,13 +30,14 @@ export class PlayerExecution implements Execution {
if (ticks < this.config.numSpawnPhaseTurns()) {
return
}
const popInc = this.config.populationIncreaseRate(this.player)
this.player.addManpowerReserve(this.config.manpowerAdditionRate(this.player))
this.player.setMaxTroops(Math.max(this.player.numTilesOwned() * 100, 50000))
this.player.addWorkers(popInc * (1 - this.player.targetTroopRatio()))// (1 - this.player.targetTroopRatio()))
this.player.addTroops(popInc * this.player.targetTroopRatio())
this.player.addGold(this.config.goldAdditionRate(this.player))
const adjustRate = this.config.troopAdjustmentRate(this.player)
this.player.addTroops(adjustRate)
this.player.removeManpowerReserve(adjustRate)
this.player.removeWorkers(adjustRate)
const alliances = Array.from(this.player.alliances())
for (const alliance of alliances) {
+11 -10
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@@ -167,7 +167,6 @@ export interface Player {
clientID(): ClientID
id(): PlayerID
type(): PlayerType
troops(): number
boats(): Boat[]
ownsTile(cell: Cell): boolean
isAlive(): boolean
@@ -196,17 +195,15 @@ export interface Player {
outgoingEmojis(): EmojiMessage[]
canDonate(recipient: Player): boolean
gold(): Gold
totalManpower(): number
manpowerReserve(): number
// Population = troops + workers
population(): number
workers(): number
// Number between 0, 1
targetTroopRatio(): number
maxTroops(): number
troops(): number
}
export interface MutablePlayer extends Player {
setTroops(troops: number): void
addTroops(troops: number): void
removeTroops(troops: number): number
conquer(tile: Tile): void
relinquish(tile: Tile): void
executions(): Execution[]
@@ -224,12 +221,16 @@ export interface MutablePlayer extends Player {
transitiveTargets(): MutablePlayer[]
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void
donate(recipient: MutablePlayer, troops: number): void
addGold(toAdd: Gold): void
removeGold(toRemove: Gold): void
addManpowerReserve(toAdd: number): void
removeManpowerReserve(toRemove: number): void
addWorkers(toAdd: number): void
removeWorkers(toRemove: number): void
setTargetTroopRatio(target: number): void
setMaxTroops(maxTroops: number): void
setTroops(troops: number): void
addTroops(troops: number): void
removeTroops(troops: number): number
}
export interface Game {
+36 -41
View File
@@ -1,4 +1,4 @@
import { MutablePlayer, Tile, PlayerInfo, PlayerID, PlayerType, Player, TerraNullius, Cell, Execution, AllianceRequest, MutableAllianceRequest, MutableAlliance, Alliance, Tick, TargetPlayerEvent, EmojiMessage, EmojiMessageEvent, AllPlayers, Currency } from "./Game";
import { MutablePlayer, Tile, PlayerInfo, PlayerID, PlayerType, Player, TerraNullius, Cell, Execution, AllianceRequest, MutableAllianceRequest, MutableAlliance, Alliance, Tick, TargetPlayerEvent, EmojiMessage, EmojiMessageEvent, AllPlayers, Gold } from "./Game";
import { ClientID } from "../Schemas";
import { processName, simpleHash } from "../Util";
import { CellString, GameImpl } from "./GameImpl";
@@ -22,9 +22,8 @@ export class PlayerImpl implements MutablePlayer {
private _gold: Gold
private _troops: number
private _reserves: number
private _targetTroopRatio: number
private _maxTroops: number
private _workers: number
private _targetTroopRatio: number = 1
isTraitor_ = false
@@ -34,7 +33,7 @@ export class PlayerImpl implements MutablePlayer {
public _tiles: Map<CellString, Tile> = new Map<CellString, Tile>();
private _name: string;
private _displayerName: string;
private _displayName: string;
public pastOutgoingAllianceRequests: AllianceRequest[] = []
@@ -44,20 +43,21 @@ export class PlayerImpl implements MutablePlayer {
private sentDonations: Donation[] = []
constructor(private gs: GameImpl, private readonly playerInfo: PlayerInfo, manpower: number) {
constructor(private gs: GameImpl, private readonly playerInfo: PlayerInfo, startPopulation: number) {
this._name = playerInfo.name;
this._targetTroopRatio = .5
this._troops = manpower * this._targetTroopRatio;
this._reserves = manpower * (1 - this._targetTroopRatio)
this._targetTroopRatio = 1
this._troops = startPopulation * this._targetTroopRatio;
this._workers = startPopulation * (1 - this._targetTroopRatio)
this._gold = 0
this._maxTroops = 0
this._displayName = processName(this._name)
}
name(): string {
return this._name;
}
displayName(): string {
return this._displayerName
return this._displayName
}
clientID(): ClientID {
@@ -118,22 +118,6 @@ export class PlayerImpl implements MutablePlayer {
return Array.from(ns);
}
addTroops(troops: number): void {
if (troops < 0) {
this.removeTroops(-1 * troops)
return
}
this._troops += Math.floor(troops);
}
removeTroops(troops: number): number {
if (troops <= 1) {
return 0
}
const toRemove = Math.floor(Math.min(this._troops - 1, troops))
this._troops -= toRemove;
return toRemove
}
isPlayer(): this is MutablePlayer { return true as const; }
ownsTile(cell: Cell): boolean { return this._tiles.has(cell.toString()); }
setTroops(troops: number) { this._troops = Math.floor(troops); }
@@ -145,7 +129,6 @@ export class PlayerImpl implements MutablePlayer {
this.gs.relinquish(tile);
}
info(): PlayerInfo { return this.playerInfo; }
troops(): number { return this._troops; }
isAlive(): boolean { return this._tiles.size > 0; }
executions(): Execution[] {
return this.gs.executions().filter(exec => exec.owner().id() == this.id());
@@ -297,17 +280,17 @@ export class PlayerImpl implements MutablePlayer {
this._gold -= toRemove
}
totalManpower(): number {
return this._troops + this._reserves
population(): number {
return this._troops + this._workers
}
manpowerReserve(): number {
return Math.max(1, this._reserves)
workers(): number {
return Math.max(1, this._workers)
}
addManpowerReserve(toAdd: number): void {
this._reserves += toAdd
addWorkers(toAdd: number): void {
this._workers += toAdd
}
removeManpowerReserve(toRemove: number): void {
this._reserves = Math.max(1, this._reserves - toRemove)
removeWorkers(toRemove: number): void {
this._workers = Math.max(1, this._workers - toRemove)
}
targetTroopRatio(): number {
@@ -321,15 +304,27 @@ export class PlayerImpl implements MutablePlayer {
this._targetTroopRatio = target
}
maxTroops(): number {
return this._maxTroops
troops(): number { return this._troops; }
addTroops(troops: number): void {
if (troops < 0) {
this.removeTroops(-1 * troops)
return
}
this._troops += Math.floor(troops);
}
setMaxTroops(maxTroops: number): void {
this._maxTroops = maxTroops
removeTroops(troops: number): number {
if (troops <= 1) {
return 0
}
const toRemove = Math.floor(Math.min(this._troops - 1, troops))
this._troops -= toRemove;
return toRemove
}
hash(): number {
return simpleHash(this.id()) * (this.totalManpower() + this.numTilesOwned());
return simpleHash(this.id()) * (this.population() + this.numTilesOwned());
}
toString(): string {
return `Player:{name:${this.info().name},clientID:${this.info().clientID},isAlive:${this.isAlive()},troops:${this._troops},numTileOwned:${this.numTilesOwned()}}]`;