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https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-25 09:04:37 +00:00
implement battleship
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@@ -78,6 +78,12 @@ export class UnitLayer implements Layer {
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case UnitType.Destroyer:
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this.handleDestroyerEvent(event);
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break;
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case UnitType.Battleship:
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this.handleBattleshipEvent(event);
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break;
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case UnitType.Shell:
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this.handleShellEvent(event)
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break;
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case UnitType.TradeShip:
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this.handleTradeShipEvent(event)
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break;
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@@ -116,6 +122,14 @@ export class UnitLayer implements Layer {
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.forEach(t => this.paintCell(t.cell(), this.theme.territoryColor(event.unit.owner().info()), 255));
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}
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private handleShellEvent(event: UnitEvent) {
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this.clearCell(event.oldTile.cell())
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if (!event.unit.isActive()) {
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return
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}
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this.paintCell(event.unit.tile().cell(), this.theme.borderColor(event.unit.owner().info()), 255)
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}
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private handleNuke(event: UnitEvent) {
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bfs(event.oldTile, euclDist(event.oldTile, 2)).forEach(t => {
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@@ -6,6 +6,7 @@ import { BuildUnitIntentEvent } from '../../../Transport';
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import atomBombIcon from '../../../../../resources/images/NukeIconWhite.svg';
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import hydrogenBombIcon from '../../../../../resources/images/MushroomCloudIconWhite.svg';
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import destroyerIcon from '../../../../../resources/images/DestroyerIconWhite.svg';
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import battleshipIcon from '../../../../../resources/images/BattleshipIconWhite.svg';
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import missileSiloIcon from '../../../../../resources/images/MissileSiloIconWhite.svg';
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import goldCoinIcon from '../../../../../resources/images/GoldCoinIcon.svg';
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import portIcon from '../../../../../resources/images/PortIcon.svg';
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@@ -22,6 +23,7 @@ const buildTable: BuildItemDisplay[][] = [
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{ unitType: UnitType.AtomBomb, icon: atomBombIcon },
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{ unitType: UnitType.HydrogenBomb, icon: hydrogenBombIcon },
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{ unitType: UnitType.Destroyer, icon: destroyerIcon },
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{ unitType: UnitType.Battleship, icon: battleshipIcon },
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{ unitType: UnitType.Port, icon: portIcon },
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{ unitType: UnitType.MissileSilo, icon: missileSiloIcon }
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]
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@@ -156,23 +158,7 @@ export class BuildMenu extends LitElement {
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}
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public onBuildSelected = (item: BuildItemDisplay) => {
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switch (item.unitType) {
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case UnitType.AtomBomb:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.AtomBomb, this.clickedCell))
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break
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case UnitType.HydrogenBomb:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.HydrogenBomb, this.clickedCell))
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break
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case UnitType.Destroyer:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.Destroyer, this.clickedCell))
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break
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case UnitType.Port:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.Port, this.clickedCell))
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break
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case UnitType.MissileSilo:
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this.eventBus.emit(new BuildUnitIntentEvent(UnitType.MissileSilo, this.clickedCell))
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break
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}
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this.eventBus.emit(new BuildUnitIntentEvent(item.unitType, this.clickedCell))
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this.hideMenu()
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};
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@@ -29,9 +29,19 @@ export class DefaultConfig implements Config {
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cost: (p: Player) => (p.units(UnitType.Destroyer).length + 1) * 250_000,
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territoryBound: false
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}
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case UnitType.Battleship:
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return {
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cost: (p: Player) => (p.units(UnitType.Battleship).length + 1) * 500_000,
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territoryBound: false
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}
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case UnitType.Shell:
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return {
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cost: (p: Player) => (p.units(UnitType.Destroyer).length + 1) * 500_000,
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territoryBound: false
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}
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case UnitType.Port:
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return {
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cost: (p: Player) => (p.units(UnitType.Port).length + 1) * 250_000,
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cost: (p: Player) => Math.pow(2, p.units(UnitType.Port).length) * 250_000,
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territoryBound: true
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}
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case UnitType.AtomBomb:
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@@ -13,7 +13,7 @@ export const devConfig = new class extends DefaultConfig {
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return 95
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}
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numSpawnPhaseTurns(): number {
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return 40
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return 80
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}
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gameCreationRate(): number {
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return 20 * 1000
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@@ -0,0 +1,117 @@
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import { Cell, Execution, MutableGame, MutablePlayer, MutableUnit, PlayerID, Tile, UnitType } from "../game/Game";
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import { AStar, PathFinder, PathFindResultType } from "../PathFinding";
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import { PseudoRandom } from "../PseudoRandom";
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import { distSort, distSortUnit, manhattanDist } from "../Util";
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import { ShellExecution } from "./ShellExecution";
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export class BattleshipExecution implements Execution {
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private random: PseudoRandom
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private _owner: MutablePlayer
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private active = true
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private battleship: MutableUnit = null
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private mg: MutableGame = null
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private pathfinder = new PathFinder(5000, t => t.isWater())
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private patrolTile: Tile;
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private patrolCenterTile: Tile
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// TODO: put in config
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private searchRange = 100
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private attackRate = 20
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private lastAttack = 0
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constructor(
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private playerID: PlayerID,
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private cell: Cell,
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) { }
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init(mg: MutableGame, ticks: number): void {
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this._owner = mg.player(this.playerID)
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this.mg = mg
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this.patrolCenterTile = mg.tile(this.cell)
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this.patrolTile = this.patrolCenterTile
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this.random = new PseudoRandom(mg.ticks())
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}
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tick(ticks: number): void {
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if (this.battleship == null) {
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const spawn = this._owner.canBuild(UnitType.Battleship, this.patrolTile)
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if (spawn == false) {
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this.active = false
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return
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}
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this.battleship = this._owner.buildUnit(UnitType.Battleship, 0, spawn)
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return
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}
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if (!this.battleship.isActive()) {
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this.active = false
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return
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}
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if (this.mg.ticks() % 2 == 0) {
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const result = this.pathfinder.nextTile(this.battleship.tile(), this.patrolTile)
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switch (result.type) {
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case PathFindResultType.Completed:
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this.patrolTile = this.randomTile()
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break
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case PathFindResultType.NextTile:
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this.battleship.move(result.tile)
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break
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case PathFindResultType.Pending:
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return
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case PathFindResultType.PathNotFound:
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console.log(`path not found to patrol tile`)
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this.patrolTile = this.randomTile()
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break
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}
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}
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if (this.mg.ticks() - this.lastAttack < this.attackRate) {
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return
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}
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const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip, UnitType.Battleship)
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.filter(u => manhattanDist(u.tile().cell(), this.battleship.tile().cell()) < 100)
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.filter(u => u.owner() != this.battleship.owner())
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.filter(u => u != this.battleship)
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.filter(u => !u.owner().isAlliedWith(this.battleship.owner()))
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.sort(distSortUnit(this.battleship));
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if (ships.length > 0) {
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this.lastAttack = this.mg.ticks()
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this.mg.addExecution(new ShellExecution(this.battleship.tile(), this.battleship.owner(), ships[0]))
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}
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}
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owner(): MutablePlayer {
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return this._owner
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}
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isActive(): boolean {
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return this.active
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}
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activeDuringSpawnPhase(): boolean {
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return false
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}
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randomTile(): Tile {
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while (true) {
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const x = this.patrolCenterTile.cell().x + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
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const y = this.patrolCenterTile.cell().y + this.random.nextInt(-this.searchRange / 2, this.searchRange / 2)
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const cell = new Cell(x, y)
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if (!this.mg.isOnMap(cell)) {
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continue
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}
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const tile = this.mg.tile(cell)
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if (!tile.isOcean()) {
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continue
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}
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return tile
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}
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}
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}
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@@ -52,7 +52,7 @@ export class DestroyerExecution implements Execution {
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this.target = null
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}
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if (this.target == null) {
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const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip)
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const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip, UnitType.Battleship)
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.filter(u => manhattanDist(u.tile().cell(), this.destroyer.tile().cell()) < 100)
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.filter(u => u.owner() != this.destroyer.owner())
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.filter(u => u != this.destroyer)
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@@ -19,6 +19,7 @@ import { SetTargetTroopRatioExecution } from "./SetTargetTroopRatioExecution";
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import { DestroyerExecution } from "./DestroyerExecution";
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import { PortExecution } from "./PortExecution";
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import { MissileSiloExecution } from "./MissileSiloExecution";
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import { BattleshipExecution } from "./BattleshipExecution";
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@@ -88,6 +89,8 @@ export class Executor {
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return new NukeExecution(intent.unit, intent.player, new Cell(intent.x, intent.y))
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case UnitType.Destroyer:
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return new DestroyerExecution(intent.player, new Cell(intent.x, intent.y))
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case UnitType.Battleship:
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return new BattleshipExecution(intent.player, new Cell(intent.x, intent.y))
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case UnitType.Port:
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return new PortExecution(intent.player, new Cell(intent.x, intent.y))
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case UnitType.MissileSilo:
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@@ -0,0 +1,58 @@
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import { Execution, MutableGame, MutablePlayer, MutableUnit, Tile, Unit, UnitType } from "../game/Game";
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import { PathFinder, PathFindResultType } from "../PathFinding";
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export class ShellExecution implements Execution {
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private active = true
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private pathFinder = new PathFinder(2000, () => true, 10)
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private shell: MutableUnit
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constructor(private spawn: Tile, private _owner: MutablePlayer, private target: MutableUnit) {
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}
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init(mg: MutableGame, ticks: number): void {
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}
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tick(ticks: number): void {
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if (this.shell == null) {
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this.shell = this._owner.buildUnit(UnitType.Shell, 0, this.spawn)
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}
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if (!this.target.isActive()) {
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this.shell.delete()
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this.active = false
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return
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}
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for (let i = 0; i < 3; i++) {
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const result = this.pathFinder.nextTile(this.shell.tile(), this.target.tile())
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switch (result.type) {
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case PathFindResultType.Completed:
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this.active = false
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this.target.delete()
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this.shell.delete()
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return
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case PathFindResultType.NextTile:
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this.shell.move(result.tile)
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break
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case PathFindResultType.Pending:
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return
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case PathFindResultType.PathNotFound:
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console.log(`Shell ${this.shell} could not find target`)
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this.active = false
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this.shell.delete()
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return
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}
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}
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}
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owner(): MutablePlayer {
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return null
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}
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isActive(): boolean {
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return this.active
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}
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activeDuringSpawnPhase(): boolean {
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return false
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}
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}
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@@ -31,6 +31,8 @@ export interface UnitInfo {
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export enum UnitType {
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TransportShip = "Transport",
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Destroyer = "Destroyer",
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Battleship = "Battleship",
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Shell = "Shell",
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Port = "Port",
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AtomBomb = "Atom Bomb",
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HydrogenBomb = "Hydrogen Bomb",
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@@ -357,7 +357,10 @@ export class PlayerImpl implements MutablePlayer {
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case UnitType.Port:
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return this.portSpawn(targetTile)
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case UnitType.Destroyer:
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return this.destroyerSpawn(targetTile)
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case UnitType.Battleship:
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return this.warshipSpawn(targetTile)
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case UnitType.Shell:
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return targetTile
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case UnitType.MissileSilo:
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return this.missileSiloSpawn(targetTile)
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case UnitType.TransportShip:
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@@ -387,7 +390,7 @@ export class PlayerImpl implements MutablePlayer {
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return spawns[0]
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}
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destroyerSpawn(tile: Tile): Tile | false {
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warshipSpawn(tile: Tile): Tile | false {
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if (!tile.isOcean()) {
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return false
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}
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