priortize ally ports and close ports (#335)

2x more likely to trade with ports belonging to an ally OR close.
3x more likely to trade with ports belonging to an ally AND close.
Add trading tests
This commit is contained in:
Ilan Schemoul
2025-03-28 00:09:58 +01:00
committed by GitHub
parent 665a8c3823
commit f2193edc7c
8 changed files with 102 additions and 22 deletions
+4
View File
@@ -85,6 +85,10 @@ export interface Config {
tilesPerTickUsed: number;
};
attackAmount(attacker: Player, defender: Player | TerraNullius): number;
radiusPortSpawn(): number;
// When computing likelihood of trading for any given port, the X closest port
// are twice more likely to be selected. X is determined below.
proximityBonusPortsNb(totalPorts: number): number;
maxPopulation(player: Player | PlayerView): number;
cityPopulationIncrease(): number;
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
+8
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@@ -474,6 +474,14 @@ export class DefaultConfig implements Config {
return Math.floor(attacker.troops() / 5);
}
radiusPortSpawn() {
return 20;
}
proximityBonusPortsNb(totalPorts: number) {
return within(totalPorts / 3, 4, totalPorts);
}
attackAmount(attacker: Player, defender: Player | TerraNullius) {
if (attacker.type() == PlayerType.Bot) {
return attacker.troops() / 20;
+11 -11
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@@ -38,7 +38,6 @@ export class PortExecution implements Execution {
tick(ticks: number): void {
if (this.port == null) {
// TODO: use canBuild
const tile = this.tile;
const player = this.mg.player(this._owner);
if (!player.canBuild(UnitType.Port, tile)) {
@@ -46,12 +45,15 @@ export class PortExecution implements Execution {
this.active = false;
return;
}
const spawns = Array.from(this.mg.bfs(tile, manhattanDistFN(tile, 20)))
.filter((t) => this.mg.isOceanShore(t) && this.mg.owner(t) == player)
.sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
);
const spawns = Array.from(
this.mg.bfs(
tile,
manhattanDistFN(tile, this.mg.config().radiusPortSpawn()),
),
).sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
);
if (spawns.length == 0) {
consolex.warn(`cannot find spawn for port`);
@@ -77,10 +79,8 @@ export class PortExecution implements Execution {
return;
}
const ports = this.mg
.players()
.filter((p) => p != this.port.owner() && p.canTrade(this.port.owner()))
.flatMap((p) => p.units(UnitType.Port));
const ports = this.owner().tradingPorts(this.port);
if (ports.length == 0) {
return;
}
+1
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@@ -377,6 +377,7 @@ export interface Player {
toUpdate(): PlayerUpdate;
playerProfile(): PlayerProfile;
canBoat(tile: TileRef): boolean;
tradingPorts(port: Unit): Unit[];
}
export interface Game extends GameMap {
+34
View File
@@ -953,4 +953,38 @@ export class PlayerImpl implements Player {
return false;
}
}
// It's a probability list, so if an element appears twice it's because it's
// twice more likely to be picked later.
tradingPorts(port: Unit): Unit[] {
let ports = this.mg
.players()
.filter((p) => p != port.owner() && p.canTrade(port.owner()))
.flatMap((p) => p.units(UnitType.Port))
.sort((p1, p2) => {
return (
this.mg.manhattanDist(port.tile(), p1.tile()) -
this.mg.manhattanDist(port.tile(), p2.tile())
);
});
// Make close ports twice more likely by putting them again
for (
let i = 0;
i < this.mg.config().proximityBonusPortsNb(ports.length);
i++
) {
ports.push(ports[i]);
}
// Make ally ports twice more likely by putting them again
this.mg
.players()
.filter((p) => p != port.owner() && p.canTrade(port.owner()))
.filter((p) => p.isAlliedWith(port.owner()))
.flatMap((p) => p.units(UnitType.Port))
.forEach((p) => ports.push(p));
return ports;
}
}
+29 -11
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@@ -9,6 +9,7 @@ import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
@@ -36,10 +37,15 @@ describe("Warship", () => {
);
game.addPlayer(player_2_info, 1000);
const spawnTile = game.map().ref(0, 0);
game.addExecution(
new SpawnExecution(game.player(player_1_info.id).info(), spawnTile),
new SpawnExecution(game.player(player_2_info.id).info(), spawnTile),
new SpawnExecution(
game.player(player_1_info.id).info(),
game.ref(coastX, 10),
),
new SpawnExecution(
game.player(player_2_info.id).info(),
game.ref(coastX, 15),
),
);
while (game.inSpawnPhase()) {
@@ -53,8 +59,12 @@ describe("Warship", () => {
test("Warship heals only if player has port", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
const port = player1.buildUnit(UnitType.Port, 0, game.ref(0, 0));
const warship = player1.buildUnit(UnitType.Warship, 0, game.ref(7, 7));
const port = player1.buildUnit(UnitType.Port, 0, game.ref(coastX, 10));
const warship = player1.buildUnit(
UnitType.Warship,
0,
game.ref(coastX + 1, 10),
);
game.executeNextTick();
@@ -71,15 +81,19 @@ describe("Warship", () => {
});
test("Warship captures trade if player has port", async () => {
constructionExecution(game, player1.id(), 0, 0, UnitType.Port);
constructionExecution(game, player1.id(), 7, 7, UnitType.Warship);
constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
// Warship need one more tick (for warship exec to actually build warship)
game.executeNextTick();
expect(player1.units(UnitType.Warship)).toHaveLength(1);
// Cannot buildExec with trade ship as it's not buildable (but
// we can obviously directly add it to the player)
const tradeShip = player2.buildUnit(UnitType.TradeShip, 0, game.ref(6, 6));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
0,
game.ref(coastX + 1, 7),
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
@@ -90,14 +104,18 @@ describe("Warship", () => {
});
test("Warship do not capture trade if player has no port", async () => {
constructionExecution(game, player1.id(), 0, 0, UnitType.Port);
constructionExecution(game, player1.id(), 7, 7, UnitType.Warship);
constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
expect(player1.units(UnitType.Warship)).toHaveLength(1);
player1.units(UnitType.Port)[0].delete();
// Cannot buildExec with trade ship as it's not buildable (but
// we can obviously directly add it to the player)
const tradeShip = player2.buildUnit(UnitType.TradeShip, 0, game.ref(6, 6));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
0,
game.ref(coastX + 1, 11),
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
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+15
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@@ -1,7 +1,22 @@
import { DefaultConfig } from "../../src/core/configuration/DefaultConfig";
export class TestConfig extends DefaultConfig {
_proximityBonusPortsNb: number = 0;
samHittingChance(): number {
return 1;
}
radiusPortSpawn(): number {
return 1;
}
proximityBonusPortsNb(totalPorts: number): number {
return this._proximityBonusPortsNb;
}
// Specific to TestConfig
setProximityBonusPortsNb(nb: number): void {
this._proximityBonusPortsNb = nb;
}
}