mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 18:26:39 +00:00
fixed bug where each intent was duplicated
destroyers find and capture trade ships ports generate more trade ships
This commit is contained in:
@@ -118,7 +118,9 @@ export class GameRunner {
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this.renderer.initialize()
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this.input.initialize()
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this.gs.addExecution(...this.executor.spawnBots(this.gs.config().numBots()))
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this.gs.addExecution(...this.executor.fakeHumanExecutions())
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if (this.gs.config().spawnNPCs()) {
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this.gs.addExecution(...this.executor.fakeHumanExecutions())
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}
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this.gs.addExecution(new WinCheckExecution(this.eventBus))
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this.intervalID = setInterval(() => this.tick(), 10);
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@@ -164,7 +166,7 @@ export class GameRunner {
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return
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}
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this.isProcessingTurn = true
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this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
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this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
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this.gs.executeNextTick()
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this.renderer.tick()
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this.currTurn++
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@@ -162,6 +162,7 @@ export class BuildMenu extends LitElement {
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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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@@ -170,6 +171,7 @@ export class BuildMenu extends LitElement {
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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.hideMenu()
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};
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@@ -1,4 +1,4 @@
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import { Player, PlayerID, PlayerInfo, TerraNullius, Tick, Tile, UnitInfo, UnitType } from "../game/Game";
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import { Gold, Player, PlayerID, PlayerInfo, TerraNullius, Tick, Tile, Unit, UnitInfo, UnitType } from "../game/Game";
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import { Colord, colord } from "colord";
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import { devConfig } from "./DevConfig";
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import { defaultConfig } from "./DefaultConfig";
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@@ -31,6 +31,7 @@ export interface Config {
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gameCreationRate(): number
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lobbyLifetime(): number
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numBots(): number
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spawnNPCs(): boolean
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numSpawnPhaseTurns(): number
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startManpower(playerInfo: PlayerInfo): number
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@@ -57,6 +58,7 @@ export interface Config {
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donateCooldown(): Tick
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defaultDonationAmount(sender: Player): number
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unitInfo(type: UnitType): UnitInfo
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tradeShipGold(src: Unit, dst: Unit): Gold
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}
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export interface Theme {
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@@ -1,12 +1,19 @@
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import { Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tick, Tile, UnitInfo, UnitType } from "../game/Game";
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import { Gold, Player, PlayerInfo, PlayerType, TerrainType, TerraNullius, Tick, Tile, Unit, UnitInfo, UnitType } from "../game/Game";
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import { GameID } from "../Schemas";
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import { assertNever, simpleHash, within } from "../Util";
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import { assertNever, manhattanDist, simpleHash, within } from "../Util";
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import { Config, Theme } from "./Config";
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import { pastelTheme } from "./PastelTheme";
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export class DefaultConfig implements Config {
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spawnNPCs(): boolean {
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return true
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}
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tradeShipGold(src: Unit, dst: Unit): Gold {
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const dist = manhattanDist(src.tile().cell(), dst.tile().cell())
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return 10000 + (dist * dist)
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}
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unitInfo(type: UnitType): UnitInfo {
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switch (type) {
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case UnitType.TransportShip:
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@@ -12,7 +12,7 @@ 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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@@ -24,9 +24,12 @@ export const devConfig = new class extends DefaultConfig {
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return 100
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}
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// numBots(): number {
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// return 400
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// }
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numBots(): number {
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return 0
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}
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spawnNPCs(): boolean {
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return false
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}
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// boatMaxDistance(): number {
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// return 2000
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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)
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const ships = this.mg.units(UnitType.TransportShip, UnitType.Destroyer, UnitType.TradeShip)
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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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@@ -82,7 +82,18 @@ export class DestroyerExecution implements Execution {
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const result = this.pathfinder.nextTile(this.destroyer.tile(), this.target.tile(), 5)
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switch (result.type) {
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case PathFindResultType.Completed:
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this.target.delete()
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switch (this.target.type()) {
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case UnitType.TransportShip:
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this.target.delete()
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break
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case UnitType.TradeShip:
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this.owner().captureUnit(this.target)
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break
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case UnitType.Destroyer:
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this.target.delete()
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this.destroyer.delete()
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break
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}
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this.target = null
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return
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case PathFindResultType.NextTile:
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@@ -98,7 +109,7 @@ export class DestroyerExecution implements Execution {
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}
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owner(): MutablePlayer {
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return null
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return this._owner
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}
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isActive(): boolean {
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@@ -86,7 +86,7 @@ export class PortExecution implements Execution {
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const portConnections = Array.from(this.portPaths.keys())
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if (portConnections.length > 0 && this.random.chance(500 * this.player().units(UnitType.Port).length)) {
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if (portConnections.length > 0 && this.random.chance(250 * this.player().units(UnitType.Port).length)) {
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const port = this.random.randElement(portConnections)
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const path = this.portPaths.get(port)
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if (path != null) {
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@@ -1,17 +1,19 @@
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import { MessageType } from "../../client/graphics/layers/EventsDisplay";
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import { renderNumber } from "../../client/graphics/Utils";
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import { AllPlayers, Cell, Execution, MutableGame, MutablePlayer, MutableUnit, Player, PlayerID, Tile, Unit, UnitType } from "../game/Game";
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import { AStar, PathFinder } from "../PathFinding";
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import { AStar, PathFinder, PathFindResultType } from "../PathFinding";
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import { PseudoRandom } from "../PseudoRandom";
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import { bfs, dist, manhattanDist } from "../Util";
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import { bfs, dist, distSortUnit, manhattanDist } from "../Util";
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export class TradeShipExecution implements Execution {
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private active = true
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private mg: MutableGame
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private player: MutablePlayer
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private origOwner: MutablePlayer
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private tradeShip: MutableUnit
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private index = 0
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private pathFinder: PathFinder = new PathFinder(5_000, t => t.isOcean(), 10)
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private wasCaptured = false
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constructor(
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private _owner: PlayerID,
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@@ -24,23 +26,68 @@ export class TradeShipExecution implements Execution {
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init(mg: MutableGame, ticks: number): void {
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this.mg = mg
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this.player = mg.player(this._owner)
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this.origOwner = mg.player(this._owner)
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}
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tick(ticks: number): void {
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if (this.tradeShip == null) {
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const spawn = this.player.canBuild(UnitType.TradeShip, this.srcPort.tile())
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const spawn = this.origOwner.canBuild(UnitType.TradeShip, this.srcPort.tile())
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if (spawn == false) {
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console.warn(`cannot build trade ship`)
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this.active = false
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return
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}
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this.tradeShip = this.player.buildUnit(UnitType.TradeShip, 0, spawn)
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this.tradeShip = this.origOwner.buildUnit(UnitType.TradeShip, 0, spawn)
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}
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if (!this.tradeShip.isActive()) {
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this.active = false
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return
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}
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if (this.origOwner != this.tradeShip.owner()) {
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// Store as vairable in case ship is recaptured by previous owner
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this.wasCaptured = true
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}
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if (this.wasCaptured) {
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const ports = this.tradeShip.owner().units(UnitType.Port).sort(distSortUnit(this.tradeShip))
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if (ports.length == 0) {
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this.tradeShip.delete()
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this.active = false
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return
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}
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const dstPort = ports[0]
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const result = this.pathFinder.nextTile(this.tradeShip.tile(), dstPort.tile())
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switch (result.type) {
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case PathFindResultType.Completed:
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const gold = this.mg.config().tradeShipGold(this.srcPort, dstPort)
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this.tradeShip.owner().addGold(gold)
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this.mg.displayMessage(
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`Your trade ship captured from ${this.origOwner.displayName()}, giving you ${renderNumber(gold)} gold`,
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MessageType.SUCCESS,
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this.tradeShip.owner().id()
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)
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this.tradeShip.delete()
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break
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case PathFindResultType.Pending:
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break
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case PathFindResultType.NextTile:
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this.tradeShip.move(result.tile)
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break
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case PathFindResultType.PathNotFound:
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console.warn('captured trade ship cannot find route')
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this.active = false
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break
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}
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return
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}
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if (this.index >= this.path.length) {
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this.active = false
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const dist = manhattanDist(this.srcPort.tile().cell(), this.dstPort.tile().cell())
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const gold = dist * 100
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const gold = dist * dist
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this.srcPort.owner().addGold(gold)
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this.dstPort.owner().addGold(gold)
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this.mg.displayMessage(`Trade ship from ${this.tradeShip.owner().displayName()} has reached your port, giving you ${renderNumber(gold)} gold`, MessageType.SUCCESS, this.dstPort.owner().id())
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@@ -1,8 +1,8 @@
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import {ClientMessage, ClientMessageSchema, GameConfig, Intent, ServerStartGameMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn} from "../core/Schemas";
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import {Config} from "../core/configuration/Config";
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import {Client} from "./Client";
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import { ClientMessage, ClientMessageSchema, GameConfig, Intent, ServerStartGameMessage, ServerStartGameMessageSchema, ServerTurnMessageSchema, Turn } from "../core/Schemas";
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import { Config } from "../core/configuration/Config";
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import { Client } from "./Client";
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import WebSocket from 'ws';
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import {slog} from "./StructuredLog";
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import { slog } from "./StructuredLog";
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export enum GamePhase {
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@@ -30,14 +30,14 @@ export class GameServer {
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public readonly isPublic: boolean,
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private config: Config,
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private gameConfig: GameConfig,
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) { }
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public updateGameConfig(gameConfig: GameConfig): void {
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if (gameConfig.gameMap != null) {
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this.gameConfig.gameMap = gameConfig.gameMap
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}
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if(gameConfig.difficulty != null) {
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if (gameConfig.difficulty != null) {
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this.gameConfig.difficulty = gameConfig.difficulty
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}
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}
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@@ -51,6 +51,10 @@ export class GameServer {
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isRejoin: lastTurn > 0
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})
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// Remove stale client if this is a reconnect
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const existing = this.clients.find(c => c.id == client.id)
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if (existing != null) {
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existing.ws.removeAllListeners('message')
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}
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this.clients = this.clients.filter(c => c.id != client.id)
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this.clients.push(client)
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client.ws.on('message', (message: string) => {
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