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Refactor structureSpawnTileValue() (#1927)
## Description: Move `structureSpawnTileValue()` into its own file, as `FakeHumanExecution.ts` was getting quite large. ## 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
This commit is contained in:
committed by
evanpelle
parent
469a14d62a
commit
c7f7fb0ee4
@@ -20,6 +20,7 @@ import { GameID } from "../Schemas";
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import { calculateBoundingBox, flattenedEmojiTable, simpleHash } from "../Util";
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import { ConstructionExecution } from "./ConstructionExecution";
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import { EmojiExecution } from "./EmojiExecution";
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import { structureSpawnTileValue } from "./nation/structureSpawnTileValue";
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import { NukeExecution } from "./NukeExecution";
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import { SpawnExecution } from "./SpawnExecution";
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import { TransportShipExecution } from "./TransportShipExecution";
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@@ -486,7 +487,8 @@ export class FakeHumanExecution implements Execution {
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}
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private structureSpawnTile(type: UnitType): TileRef | null {
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if (this.player === null) throw new Error("not initialized");
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if (this.mg === undefined) throw new Error("Not initialized");
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if (this.player === null) throw new Error("Not initialized");
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const tiles =
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type === UnitType.Port
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? Array.from(this.player.borderTiles()).filter((t) =>
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@@ -494,7 +496,7 @@ export class FakeHumanExecution implements Execution {
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)
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: Array.from(this.player.tiles());
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if (tiles.length === 0) return null;
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const valueFunction = this.structureSpawnTileValue(type);
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const valueFunction = structureSpawnTileValue(this.mg, this.player, type);
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let bestTile: TileRef | null = null;
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let bestValue = 0;
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const sampledTiles = this.arraySampler(tiles);
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@@ -524,69 +526,6 @@ export class FakeHumanExecution implements Execution {
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}
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}
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private structureSpawnTileValue(type: UnitType): (tile: TileRef) => number {
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if (this.player === null) throw new Error("not initialized");
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const borderTiles = this.player.borderTiles();
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const mg = this.mg;
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const otherUnits = this.player.units(type);
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// Prefer spacing structures out of atom bomb range
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const borderSpacing = this.mg
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.config()
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.nukeMagnitudes(UnitType.AtomBomb).outer;
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const structureSpacing = borderSpacing * 2;
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switch (type) {
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case UnitType.Port:
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return (tile) => {
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let w = 0;
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// Prefer to be far away from other structures of the same type
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const otherTiles: Set<TileRef> = new Set(
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otherUnits.map((u) => u.tile()),
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);
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otherTiles.delete(tile);
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const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
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if (closestOther !== null) {
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const d = mg.manhattanDist(closestOther.x, tile);
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w += Math.min(d, structureSpacing);
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}
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return w;
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};
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case UnitType.City:
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case UnitType.Factory:
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case UnitType.MissileSilo:
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return (tile) => {
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let w = 0;
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// Prefer higher elevations
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w += mg.magnitude(tile);
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// Prefer to be away from the border
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const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
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if (closestBorder !== null) {
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const d = mg.manhattanDist(closestBorder.x, tile);
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w += Math.min(d, borderSpacing);
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}
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// Prefer to be away from other structures of the same type
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const otherTiles: Set<TileRef> = new Set(
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otherUnits.map((u) => u.tile()),
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);
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otherTiles.delete(tile);
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const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
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if (closestOther !== null) {
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const d = mg.manhattanDist(closestOther.x, tile);
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w += Math.min(d, structureSpacing);
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}
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// TODO: Cities and factories should consider train range limits
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return w;
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};
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default:
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throw new Error(`Value function not implemented for ${type}`);
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}
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}
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private maybeSpawnWarship(): boolean {
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if (this.player === null) throw new Error("not initialized");
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if (!this.random.chance(50)) {
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@@ -0,0 +1,62 @@
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import { Game, Player, UnitType } from "../../game/Game";
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import { TileRef } from "../../game/GameMap";
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import { closestTwoTiles } from "../Util";
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export function structureSpawnTileValue(
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mg: Game,
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player: Player,
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type: UnitType,
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): (tile: TileRef) => number {
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const borderTiles = player.borderTiles();
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const otherUnits = player.units(type);
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// Prefer spacing structures out of atom bomb range
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const borderSpacing = mg.config().nukeMagnitudes(UnitType.AtomBomb).outer;
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const structureSpacing = borderSpacing * 2;
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switch (type) {
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case UnitType.Port:
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return (tile) => {
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let w = 0;
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// Prefer to be far away from other structures of the same type
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const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
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otherTiles.delete(tile);
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const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
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if (closestOther !== null) {
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const d = mg.manhattanDist(closestOther.x, tile);
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w += Math.min(d, structureSpacing);
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}
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return w;
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};
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case UnitType.City:
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case UnitType.Factory:
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case UnitType.MissileSilo:
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return (tile) => {
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let w = 0;
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// Prefer higher elevations
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w += mg.magnitude(tile);
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// Prefer to be away from the border
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const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
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if (closestBorder !== null) {
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const d = mg.manhattanDist(closestBorder.x, tile);
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w += Math.min(d, borderSpacing);
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}
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// Prefer to be away from other structures of the same type
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const otherTiles: Set<TileRef> = new Set(otherUnits.map((u) => u.tile()));
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otherTiles.delete(tile);
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const closestOther = closestTwoTiles(mg, otherTiles, [tile]);
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if (closestOther !== null) {
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const d = mg.manhattanDist(closestOther.x, tile);
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w += Math.min(d, structureSpacing);
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}
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// TODO: Cities and factories should consider train range limits
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return w;
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};
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default:
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throw new Error(`Value function not implemented for ${type}`);
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}
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}
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