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Nations build defense posts (#1935)
## Description: Nations build defense posts. Fixes #1854. <img width="259" height="383" alt="image" src="https://github.com/user-attachments/assets/aee75fd3-f52e-47d8-b47f-b192b8aaa69b" /> ## 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
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committed by
evanpelle
parent
47edfe3e40
commit
f0f9318852
@@ -461,6 +461,7 @@ export class FakeHumanExecution implements Execution {
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this.maybeSpawnStructure(UnitType.Port) ||
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this.maybeSpawnWarship() ||
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this.maybeSpawnStructure(UnitType.Factory) ||
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this.maybeSpawnStructure(UnitType.DefensePost) ||
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this.maybeSpawnStructure(UnitType.SAMLauncher) ||
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this.maybeSpawnStructure(UnitType.MissileSilo)
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);
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@@ -1,4 +1,4 @@
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import { Game, Player, UnitType } from "../../game/Game";
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import { Game, Player, Relation, 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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@@ -46,7 +46,47 @@ export function structureSpawnTileValue(
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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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// 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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return w;
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};
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}
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case UnitType.DefensePost: {
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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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const closestBorder = closestTwoTiles(mg, borderTiles, [tile]);
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if (closestBorder !== null) {
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// Prefer to be borderSpacing tiles from the border
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const d = mg.manhattanDist(closestBorder.x, tile);
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w += Math.max(0, borderSpacing - Math.abs(borderSpacing - d));
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// Prefer adjacent players who are hostile
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const neighbors: Set<Player> = new Set();
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for (const tile of mg.neighbors(closestBorder.x)) {
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if (!mg.isLand(tile)) continue;
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const id = mg.ownerID(tile);
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if (id === player.smallID()) continue;
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const neighbor = mg.playerBySmallID(id);
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if (!neighbor.isPlayer()) continue;
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neighbors.add(neighbor);
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}
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for (const neighbor of neighbors) {
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w += borderSpacing * (Relation.Friendly - player.relation(neighbor));
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}
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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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@@ -61,7 +101,7 @@ export function structureSpawnTileValue(
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case UnitType.SAMLauncher: {
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const protectTiles: Set<TileRef> = new Set();
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for (const unit of player.units()) {
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switch(unit.type()) {
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switch (unit.type()) {
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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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@@ -84,7 +124,7 @@ export function structureSpawnTileValue(
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w += Math.min(d, borderSpacing);
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}
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// Prefer to be far away from other structures of the same type
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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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