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update maps: remove small lakes as it breaks encirclement. More money… (#188)
… more frequent trade ships, lakes prevent encirclement, warships start at full health
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@@ -127,10 +127,10 @@ export class DefaultConfig implements Config {
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return this._gameConfig.infiniteTroops;
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}
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tradeShipGold(dist: number): Gold {
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return 10000 + 100 * Math.pow(dist, 1.1);
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return 10000 + 150 * Math.pow(dist, 1.1);
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}
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tradeShipSpawnRate(): number {
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return 700;
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return 500;
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}
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unitInfo(type: UnitType): UnitInfo {
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@@ -271,7 +271,7 @@ export class DefaultConfig implements Config {
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return 30 * 10;
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}
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allianceDuration(): Tick {
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return 240 * 10; // 4 minutes
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return 600 * 10; // 10 minutes.
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}
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percentageTilesOwnedToWin(): number {
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return 80;
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@@ -155,7 +155,7 @@ export class PlayerExecution implements Execution {
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private isSurrounded(cluster: Set<TileRef>): boolean {
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let enemyTiles = new Set<TileRef>();
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for (const tr of cluster) {
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if (this.mg.isOceanShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
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if (this.mg.isShore(tr) || this.mg.isOnEdgeOfMap(tr)) {
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return false;
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}
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this.mg
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@@ -25,8 +25,7 @@ export class UnitImpl implements Unit {
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public _owner: PlayerImpl,
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private _dstPort?: Unit,
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) {
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// default to 60% health (or 1.2 is no health specified)
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this._health = toInt((this.mg.unitInfo(_type).maxHealth ?? 2) * 0.6);
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this._health = toInt(this.mg.unitInfo(_type).maxHealth ?? 1);
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this._lastTile = _tile;
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}
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@@ -385,7 +385,7 @@ function removeSmallIslands(map: Terrain[][]) {
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function removeSmallLakes(mapName: string, map: Terrain[][]) {
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const visited = new Set<string>();
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const min_lake_size = 30; // Using same size threshold as islands
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const min_lake_size = 200;
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console.log(
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`${mapName}: removing small lakes ${map.length}, ${map[0].length}`,
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