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Nations target structures with nukes (#393)
## Description: Nations will prefer to target their nukes at structures. This updates the existing logic, which attempts ten times to randomly select a coordinate 15 tiles inside the border, to instead generate a list of ten random tiles in addition to a list of all of the tiles of relevant structures. The two lists are concatenated to create a set of tile candidates. These candidates are scored, and the tile with the highest score, if one is found, is nuked. The scoring function considers three factors: 1. Damage potential: values of structures with 25 tiles of the target tile. 2. Distance from silo to target (hang time). 3. Recently nuked locations.  Fixes #471 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: fake.neo --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
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@@ -13,9 +13,10 @@ import {
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TerrainType,
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TerraNullius,
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Tick,
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Unit,
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UnitType,
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} from "../game/Game";
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import { manhattanDistFN, TileRef } from "../game/GameMap";
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import { euclDistFN, manhattanDistFN, TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { GameID } from "../Schemas";
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import { calculateBoundingBox, simpleHash } from "../Util";
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@@ -40,6 +41,7 @@ export class FakeHumanExecution implements Execution {
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private lastEnemyUpdateTick: number = 0;
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private lastEmojiSent = new Map<Player, Tick>();
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private lastNukeSent: [Tick, TileRef][] = [];
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private embargoMalusApplied = new Set<PlayerID>();
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constructor(
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@@ -288,32 +290,109 @@ export class FakeHumanExecution implements Execution {
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}
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private maybeSendNuke(other: Player) {
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const silos = this.player.units(UnitType.MissileSilo);
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if (
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this.player.units(UnitType.MissileSilo).length == 0 ||
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silos.length == 0 ||
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this.player.gold() <
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this.mg.config().unitInfo(UnitType.AtomBomb).cost(this.player) ||
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this.player.isOnSameTeam(other)
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) {
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return;
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}
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outer: for (let i = 0; i < 10; i++) {
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const tile = this.randTerritoryTile(other);
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if (tile == null) {
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return;
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}
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const structures = other.units(
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UnitType.City,
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UnitType.DefensePost,
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UnitType.MissileSilo,
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UnitType.Port,
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UnitType.SAMLauncher,
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);
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const structureTiles = structures.map((u) => u.tile());
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const randomTiles: TileRef[] = new Array(10);
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for (let i = 0; i < randomTiles.length; i++) {
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randomTiles[i] = this.randTerritoryTile(other);
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}
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const allTiles = randomTiles.concat(structureTiles);
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let bestTile = null;
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let bestValue = 0;
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this.removeOldNukeEvents();
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outer: for (const tile of new Set(allTiles)) {
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if (tile == null) continue;
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for (const t of this.mg.bfs(tile, manhattanDistFN(tile, 15))) {
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// Make sure we nuke at least 15 tiles in border
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if (this.mg.owner(t) != other) {
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continue outer;
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}
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}
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if (this.player.canBuild(UnitType.AtomBomb, tile)) {
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this.mg.addExecution(
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new NukeExecution(UnitType.AtomBomb, this.player.id(), tile),
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);
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return;
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if (!this.player.canBuild(UnitType.AtomBomb, tile)) continue;
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const value = this.nukeTileScore(tile, silos, structures);
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if (value > bestTile) {
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bestTile = tile;
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bestValue = value;
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}
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}
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if (bestTile != null) {
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this.sendNuke(bestTile);
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}
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}
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private removeOldNukeEvents() {
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const maxAge = 500;
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const tick = this.mg.ticks();
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while (
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this.lastNukeSent.length > 0 &&
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this.lastNukeSent[0][0] + maxAge < tick
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) {
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this.lastNukeSent.shift();
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}
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}
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private sendNuke(tile: TileRef) {
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const tick = this.mg.ticks();
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this.lastNukeSent.push([tick, tile]);
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this.mg.addExecution(
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new NukeExecution(UnitType.AtomBomb, this.player.id(), tile),
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);
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}
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private nukeTileScore(tile: TileRef, silos: Unit[], targets: Unit[]): number {
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// Potential damage in a 25-tile radius
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const dist = euclDistFN(tile, 25, false);
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let tileValue = targets
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.filter((unit) => dist(this.mg, unit.tile()))
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.map((unit) => {
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switch (unit.type()) {
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case UnitType.City:
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return 25_000;
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case UnitType.DefensePost:
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return 5_000;
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case UnitType.MissileSilo:
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return 50_000;
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case UnitType.Port:
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return 10_000;
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case UnitType.SAMLauncher:
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return 5_000;
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default:
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return 0;
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}
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})
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.reduce((prev, cur) => prev + cur, 0);
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// Prefer tiles that are closer to a silo
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const siloTiles = silos.map((u) => u.tile());
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const { x: closestSilo } = closestTwoTiles(this.mg, siloTiles, [tile]);
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const distanceSquared = this.mg.euclideanDistSquared(tile, closestSilo);
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const distanceToClosestSilo = Math.sqrt(distanceSquared);
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tileValue -= distanceToClosestSilo * 30;
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// Don't target near recent targets
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tileValue -= this.lastNukeSent
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.filter(([_tick, tile]) => dist(this.mg, tile))
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.map((_) => 1_000_000)
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.reduce((prev, cur) => prev + cur, 0);
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return tileValue;
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}
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private maybeSendBoatAttack(other: Player) {
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