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Make easy and medium nations less aggressive 📊 (#2671)
## Description: 1. Players complained that they have problems allying with nations in the earlygame. So I added an `isEarlygame()` check to `AllianceBehavior`. This should make the easier difficulties much easier :) 2. The attack order of nations now depends on the difficulty. Easy and medium nations got dumbed down, they now take nuked territory before retaliating against attacks again. 3. The attack rate now depends on the difficulty. Easy nations are reacting slower than impossible nations (to make sure the number of sent alliance requests stays the same I removed the difficulty check in `maybeSendAllianceRequests()`). 4. On easy and medium difficulty nations will sometimes just skip an attack if the enemy is a human (`shouldAttack()`). But this did not apply for the nuking logic. Now it does, which makes the easier difficulties a bit easier. 5. I tuned the `getBotAttackMaxParallelism()` method a bit. The nations are doing a bit less parallel bot attacks now, which makes the easier difficulties a bit easier. 6. The settings in MIRVBehavior now depend on the difficulty. On easy difficulty, nations will only send MIRVs very rarely. 7. Unrelated MIRVBehavior Cleanup: There was a 2 second cooldown and cache logic. But it was completely useless because `considerMIRV()` is only called every 4-8 seconds by NationExecution. So I removed it. 8. Unrelated little cleanup: I made a couple of methods `private` ## 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
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@@ -72,49 +72,90 @@ export class AiAttackBehavior {
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// Maybe save up troops until we reach the trigger ratio
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if (!this.hasTriggerRatioTroops() && !this.random.chance(10)) return;
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// Retaliate against incoming attacks (Most important!)
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const incomingAttackPlayer = this.findIncomingAttackPlayer();
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if (incomingAttackPlayer) {
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this.sendAttack(incomingAttackPlayer, true);
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return;
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// Get attack strategies in priority order based on difficulty
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const strategies = this.getAttackStrategies(
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borderingFriends,
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borderingEnemies,
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);
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for (const strategy of strategies) {
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if (strategy()) return;
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}
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}
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// Attack bots
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if (this.attackBots()) return;
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private getAttackStrategies(
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borderingFriends: Player[],
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borderingEnemies: Player[],
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): Array<() => boolean> {
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const { difficulty } = this.game.config().gameConfig();
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// Maybe betray and attack
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if (this.maybeBetrayAndAttack(borderingFriends)) return;
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// Attack nuked territory
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if (this.isBorderingNukedTerritory()) {
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this.sendAttack(this.game.terraNullius());
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return;
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}
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// Attack the most hated player with hostile relation
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const mostHated = this.player.allRelationsSorted()[0];
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if (
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mostHated !== undefined &&
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mostHated.relation === Relation.Hostile &&
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this.player.isFriendly(mostHated.player) === false
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) {
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this.sendAttack(mostHated.player);
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return;
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}
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// Attack the weakest player
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if (borderingEnemies.length > 0) {
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this.sendAttack(borderingEnemies[0]);
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return;
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}
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// If we don't have bordering enemies, attack someone on an island next to us
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if (borderingEnemies.length === 0) {
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const nearestIslandEnemy = this.findNearestIslandEnemy();
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if (nearestIslandEnemy) {
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this.sendAttack(nearestIslandEnemy);
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return;
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// Define all strategies as functions that return true if they attacked
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const retaliate = (): boolean => {
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const attacker = this.findIncomingAttackPlayer();
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if (attacker) {
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this.sendAttack(attacker, true);
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return true;
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}
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return false;
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};
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const bots = (): boolean => this.attackBots();
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const betray = (): boolean => this.maybeBetrayAndAttack(borderingFriends);
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const nuked = (): boolean => {
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if (this.isBorderingNukedTerritory()) {
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this.sendAttack(this.game.terraNullius());
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return true;
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}
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return false;
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};
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const hated = (): boolean => {
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const mostHated = this.player.allRelationsSorted()[0];
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if (
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mostHated !== undefined &&
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mostHated.relation === Relation.Hostile &&
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this.player.isFriendly(mostHated.player) === false
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) {
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this.sendAttack(mostHated.player);
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return true;
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}
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return false;
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};
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const weakest = (): boolean => {
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if (borderingEnemies.length > 0) {
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this.sendAttack(borderingEnemies[0]);
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return true;
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}
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return false;
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};
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const island = (): boolean => {
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if (borderingEnemies.length === 0) {
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const enemy = this.findNearestIslandEnemy();
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if (enemy) {
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this.sendAttack(enemy);
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return true;
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}
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}
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return false;
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};
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// Return strategies in order based on difficulty
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// Easy nations get the dumbest order, impossible nations get the smartest order
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switch (difficulty) {
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case Difficulty.Easy:
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return [nuked, bots, retaliate, betray, hated, weakest];
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case Difficulty.Medium:
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return [bots, nuked, retaliate, betray, hated, weakest, island];
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case Difficulty.Hard:
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return [bots, retaliate, betray, nuked, hated, weakest, island];
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case Difficulty.Impossible:
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return [retaliate, bots, betray, nuked, hated, weakest, island];
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default:
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assertNever(difficulty);
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}
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}
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@@ -187,7 +228,7 @@ export class AiAttackBehavior {
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// Sort neighboring bots by density (troops / tiles) and attempt to attack many of them (Parallel attacks)
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// sendAttack will do nothing if we don't have enough reserve troops left
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attackBots(): boolean {
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private attackBots(): boolean {
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const bots = this.player
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.neighbors()
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.filter(
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@@ -216,15 +257,15 @@ export class AiAttackBehavior {
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return this.botAttackTroopsSent > 0;
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}
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getBotAttackMaxParallelism(): number {
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private getBotAttackMaxParallelism(): number {
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const { difficulty } = this.game.config().gameConfig();
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switch (difficulty) {
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case Difficulty.Easy:
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return 1;
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case Difficulty.Medium:
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return 2;
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return this.random.chance(2) ? 1 : 2;
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case Difficulty.Hard:
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return 4;
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return 3;
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// On impossible difficulty, attack as much bots as possible in parallel
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case Difficulty.Impossible: {
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return 100;
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@@ -234,7 +275,7 @@ export class AiAttackBehavior {
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}
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}
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maybeBetrayAndAttack(borderingFriends: Player[]): boolean {
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private maybeBetrayAndAttack(borderingFriends: Player[]): boolean {
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if (this.allianceBehavior === undefined) throw new Error("not initialized");
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if (borderingFriends.length > 0) {
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@@ -248,7 +289,7 @@ export class AiAttackBehavior {
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return false;
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}
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isBorderingNukedTerritory(): boolean {
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private isBorderingNukedTerritory(): boolean {
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for (const tile of this.player.borderTiles()) {
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for (const neighbor of this.game.neighbors(tile)) {
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if (
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@@ -263,7 +304,7 @@ export class AiAttackBehavior {
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return false;
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}
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findNearestIslandEnemy(): Player | null {
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private findNearestIslandEnemy(): Player | null {
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const myBorder = this.player.borderTiles();
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if (myBorder.size === 0) return null;
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@@ -315,7 +356,7 @@ export class AiAttackBehavior {
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return null;
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}
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getPlayerCenter(player: Player) {
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private getPlayerCenter(player: Player) {
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if (player.largestClusterBoundingBox) {
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return boundingBoxCenter(player.largestClusterBoundingBox);
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}
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@@ -391,8 +432,7 @@ export class AiAttackBehavior {
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}
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}
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// Prevent attacking of humans on lower difficulties
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private shouldAttack(other: Player | TerraNullius): boolean {
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shouldAttack(other: Player | TerraNullius): boolean {
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// Always attack Terra Nullius, non-humans and traitors
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if (
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other.isPlayer() === false ||
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@@ -402,6 +442,7 @@ export class AiAttackBehavior {
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return true;
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}
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// Prevent attacking of humans on lower difficulties
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const { difficulty } = this.game.config().gameConfig();
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if (difficulty === Difficulty.Easy && this.random.chance(2)) {
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return false;
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@@ -412,7 +453,7 @@ export class AiAttackBehavior {
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return true;
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}
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sendLandAttack(target: Player | TerraNullius) {
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private sendLandAttack(target: Player | TerraNullius) {
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const maxTroops = this.game.config().maxTroops(this.player);
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const reserveRatio = target.isPlayer()
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? this.reserveRatio
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@@ -451,7 +492,7 @@ export class AiAttackBehavior {
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}
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}
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sendBoatAttack(target: Player) {
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private sendBoatAttack(target: Player) {
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const closest = closestTwoTiles(
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this.game,
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Array.from(this.player.borderTiles()).filter((t) =>
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@@ -490,7 +531,7 @@ export class AiAttackBehavior {
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}
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}
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calculateBotAttackTroops(target: Player, maxTroops: number): number {
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private calculateBotAttackTroops(target: Player, maxTroops: number): number {
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const { difficulty } = this.game.config().gameConfig();
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if (difficulty === Difficulty.Easy) {
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this.botAttackTroopsSent += maxTroops;
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