moved attack config to separate config class

This commit is contained in:
evanpelle
2024-08-12 16:31:32 -07:00
parent ca546919bb
commit a4799a3c21
16 changed files with 222 additions and 169 deletions
+2 -2
View File
@@ -1,6 +1,6 @@
import {defaultConfig} from "../core/configuration/DefaultConfig";
import {TerrainMap} from "../core/Game";
import {ServerMessage, ServerMessageSchema} from "../core/Schemas";
import {defaultSettings} from "../core/Settings";
import {loadTerrainMap} from "../core/TerrainMapLoader";
import {generateUniqueID} from "../core/Util";
import {ClientGame, createClientGame} from "./ClientGame";
@@ -84,7 +84,7 @@ class Client {
if (this.game != null) {
return
}
this.game = createClientGame(uuidv4().slice(0, 4), generateUniqueID(), lobbyID, defaultSettings, map)
this.game = createClientGame(uuidv4().slice(0, 4), generateUniqueID(), lobbyID, defaultConfig, map)
this.game.joinLobby()
})
}
+16 -14
View File
@@ -1,20 +1,20 @@
import {Executor} from "../core/execution/Executor";
import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent} from "../core/Game";
import {Cell, ClientID, MutableGame, LobbyID, PlayerEvent, PlayerID, PlayerInfo, MutablePlayer, TerrainMap, TileEvent, Player, Game, BoatEvent, TerrainTypes} from "../core/Game";
import {createGame} from "../core/GameImpl";
import {Ticker, TickEvent} from "../core/Ticker";
import {EventBus} from "../core/EventBus";
import {Settings} from "../core/Settings";
import {Config} from "../core/configuration/Config";
import {GameRenderer} from "./graphics/GameRenderer";
import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler"
import {ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas";
export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, settings: Settings, terrainMap: TerrainMap): ClientGame {
export function createClientGame(name: string, clientID: ClientID, lobbyID: LobbyID, config: Config, terrainMap: TerrainMap): ClientGame {
let eventBus = new EventBus()
let gs = createGame(terrainMap, eventBus)
let gameRenderer = new GameRenderer(gs, settings.theme(), document.createElement("canvas"))
let ticker = new Ticker(settings.tickIntervalMs(), eventBus)
let gameRenderer = new GameRenderer(gs, config.theme(), document.createElement("canvas"))
let ticker = new Ticker(config.tickIntervalMs(), eventBus)
return new ClientGame(
name,
@@ -25,7 +25,8 @@ export function createClientGame(name: string, clientID: ClientID, lobbyID: Lobb
gs,
gameRenderer,
new InputHandler(eventBus),
new Executor(gs)
new Executor(gs, config.player()),
config
)
}
@@ -54,7 +55,8 @@ export class ClientGame {
private gs: Game,
private renderer: GameRenderer,
private input: InputHandler,
private executor: Executor
private executor: Executor,
private config: Config
) { }
public joinLobby() {
@@ -158,13 +160,13 @@ export class ClientGame {
const owner = tile.owner()
const targetID = owner.isPlayer() ? owner.id() : null
if (tile.owner() != this.myPlayer) {
if (tile.owner() != this.myPlayer && tile.terrain() == TerrainTypes.Land) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
this.sendAttackIntent(targetID, cell)
this.sendAttackIntent(targetID, cell, this.config.player().attackAmount(this.myPlayer, owner))
} else {
// TODO verify on ocean
console.log('going to send boat')
this.sendBoatAttackIntent(targetID, cell)
this.sendBoatAttackIntent(targetID, cell, this.config.player().boatAttackAmount(this.myPlayer, owner))
}
}
@@ -194,7 +196,7 @@ export class ClientGame {
}
}
private sendAttackIntent(targetID: PlayerID, cell: Cell) {
private sendAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
@@ -204,7 +206,7 @@ export class ClientGame {
type: "attack",
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: this.myPlayer.troops() / 5,
troops: troops,
targetX: cell.x,
targetY: cell.y
}
@@ -219,7 +221,7 @@ export class ClientGame {
}
}
private sendBoatAttackIntent(targetID: PlayerID, cell: Cell) {
private sendBoatAttackIntent(targetID: PlayerID, cell: Cell, troops: number) {
const attack = JSON.stringify(
ClientIntentMessageSchema.parse({
type: "intent",
@@ -229,7 +231,7 @@ export class ClientGame {
type: "boat",
attackerID: this.myPlayer.id(),
targetID: targetID,
troops: 2000,
troops: troops,
x: cell.x,
y: cell.y,
}
+1 -1
View File
@@ -1,6 +1,6 @@
import {Colord} from "colord";
import {Cell, MutableGame, Game, PlayerEvent, Tile, TileEvent, Player, Execution, BoatEvent} from "../../core/Game";
import {Theme} from "../../core/Settings";
import {Theme} from "../../core/configuration/Config";
import {DragEvent, ZoomEvent} from "../InputHandler";
import {calculateBoundingBox, placeName} from "../NameBoxCalculator";
import {PseudoRandom} from "../../core/PseudoRandom";
+1 -1
View File
@@ -1,7 +1,7 @@
import PriorityQueue from "priority-queue-typescript"
import {Cell, Game, Player} from "../../core/Game"
import {PseudoRandom} from "../../core/PseudoRandom"
import {Theme} from "../../core/Settings"
import {Theme} from "../../core/configuration/Config"
import {calculateBoundingBox} from "../NameBoxCalculator"
class RenderInfo {